TEXT: LKOK42 
   
   
   
   
   
   
   
  …and Peace 
   
  A One-Round D&D Living Kingdoms of Kalamar® 
  Adventure 
   
  By Andrew Garbade 
   
   
   
  A job guarding a caravan is full of military intrigue. In a war that will only be won by unconventional 
  means, what tactics will the adventurers use to ensure the safety of their homeland? A Living Kingdoms 
  of Kalamar adventure for ATLs 1, 3, 5, 7, and 9. 
   
   
  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 Average Table Level (ATL) rather 
  than Average Party Level (APL) in an effort to 
  offer challenging adventures without massacring 
  smaller or imbalanced tables.  In order 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 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 10th 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 on . Therefore, the Judge 
  should also have 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 
  The weather in the mountains is starting to warm 
  up as summer finally arrives in the Young 
  Kingdoms. Some days still carry the chill of 
  spring in the morning, but cold weather gear has 
  been stored away for weeks, and lighter clothing 
  is required for anyone outside after dawn.  
   
  MODULE NOTES 
  This adventure is designed to focus on role-
  playing, culminating in a combat which may 
  decide the future of the war between Pekal and 
  Kalamar/Tokis. 
   
  The judge is highly encouraged to read through 
  several times. There are two separate missions 
  which the characters encounter, though each of 
  them have very similar goals. Importantly, all the 
  "Pekal" NPCs are loyal to the Prince and 
  country, so no amount of Sense Motive or 
  spellcasting determines anything different.  
   
  It is also possible that some players may 
  become confused and/or frustrated by the 
  apparently conflicting stories. The judge should 
  make 
  every 
  opportunity 
  to 
  create 
  the 
  atmosphere of a mystery rather than nonsense. 
  Suggestions for how to accomplish this include 
  allowing the characters to contact NPCs 
  encountered in previous adventures, making a 
  variety of skill checks to determine information 
  about the Gray Legion and/or the Kalamar 
  Imperial Intelligence Service, and elaborating on 
  the information NPCs provide.  
   
  While a fully comprehensive breakdown of all 
  these options is beyond the scope of this 
  adventure, the judge can use information 
  provided in the Background to round out any 
  revelations that need to be made.  
   
  BACKGROUND 
  Much of this adventure is centered around the 
  premise that Kalamaran spies have infiltrated 
   
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  Living Kingdoms of Kalamar 
  1 
  
  the Pekalese intelligence services and set up a 
  military situation near Koreta that places the 
  army in direct opposition with the Prince. This is 
  never explicitly 
  stated, 
  though reasonable 
  characters should be able to determine this 
  through the normal course of play.  
   
  The Pekalese military has established a solid 
  line of defense from Baneta in the south to 
  Crenholm in the east, up to Koreta in the north. 
  This has proved effective in blunting the Tokite 
  advance toward Bet Rogala. Unfortunately, 
  there are many villagers outside the protective 
  region that this line of defense offers. The 
  independent streak that runs through the 
  citizens of Pekal, coupled with the impending 
  harvest, have resulted in many villagers forming 
  town militias and just sending the young and 
  elderly to safety.  
   
  The Prince, while unwilling to directly challenge 
  his generals in military policy, remains dedicated 
  to protecting as many civilians as possible, 
  especially in light of recent attacks near 
  Crenholm against smaller farming communities.  
   
  Immediately prior to this adventure, the leaders 
  of Pekal received information that mercenaries 
  were forming in the north in the mountains of 
  Paru'Bor. What most concerned the leaders was 
  that there were two different reports about the 
  intentions of this new threat. One report 
  indicated that the mercenaries were planning to 
  commence 
  hit-and-run 
  tactics 
  against 
  the 
  villagers outside the protection of the military. 
  The other report indicated that the mercenaries 
  were planning to assault patrols in the region, 
  causing a stalemate in the north, tying up 
  supplies and personnel that could instead be 
  used to support Crenholm or Baneta.  
   
  Though debate was intense, the military 
  eventually won out and decided to try to stop the 
  mercenaries from attacking the military forces. 
  Though the Prince (and many of the Honorable) 
  were more concerned about the safety of the 
  villagers, the military convinced the nobles that 
  the prospect of a protracted war was even worse 
  than the potential for popular backlash against 
  civilian deaths.  
   
  The Prince's arguments, however, were noted 
  by one of Kalamar's agents in the military staff. 
  Though Kalamar and Tokis have not entirely 
  infiltrated the Prince's inner circle, those 
  countries do have agents in position who receive 
  some information crucial to the war. This agent 
  was able to intercept the Gray Legion orders 
  and issue some conflicting instructions to other 
  agents.  
   
  News of these efforts reached the Imperial 
  Legion Intelligence office, and approval was 
  given to try and capitalize on the opportunity to 
  cause strife for Pekal. Kalamar dispatched an 
  intelligence officer to manage the affair, with 
  orders to establish counter-espionage efforts 
  dividing the Prince's leadership team.  
   
  The characters were targeted for the mission by 
  the Gray Legion, so the Kalamaran agent 
  decided to use them as well. What better way to 
  ensure chaos in the ranks than by sowing 
  confusing throughout the ranks.  
   
  Mitrick is known to Kalamar's intelligence, 
  though he is loyal to Pekal and not a double-
  agent. Mitrick received his orders from normal 
  sources, so he believes that his orders come 
  from the Gray Legion. Other agent teams, 
  including Werrin and his cell, also received 
  orders and have initiated support operations.  
   
   
  ADVENTURE SYNOPSIS 
   
   
  Introduction 1: This is the first of two 
  introductions that each character receives. The 
  characters 
  may 
  be 
  together 
  during 
  this 
  encounter, though it is not necessary. Character 
  introductions occur during Encounter 1. This 
  introduction provides incentive for the characters 
  to visit Jorgen’s Lake Goods where they are to 
  meet Mitrick, a Royal Spy. 
   
  Introduction 2: This is the second of two 
  introductions that each character receives. The 
  characters 
  may 
  be 
  together 
  during 
  this 
  encounter, though it is not necessary. Character 
  introductions occur during Encounter 1. This 
  introduction provides incentive for the characters 
  to visit the Northern Caravan where they are to 
  meet Sokol, a friend of the Gray Legion. 
   
  Encounter 1: This encounter allows the 
  characters to meet Mitrick and learn about their 
  prospective job opportunity. 
   
  Encounter 2: This encounter introduces the 
  characters to Sokol, the caravan master that 
   
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  Living Kingdoms of Kalamar 
  2 
  
  escorts them to the Northern Army Camp of 
  Pekal. 
   
  Encounter 3: The characters discuss business 
  with Toren, but also have another visitor who 
  professes to know more about what they’ve 
  been asked to accomplish. 
   
  Encounter 4: The characters arrive at the 
  mercenary camp and must prove themselves in 
  order to join. 
   
  Encounter 5: The characters discover the truth 
  about the mercenaries, and are forced to make 
  a decision that could alter the course of the war. 
   
  Conclusion: The characters discover whether 
  their decision benefited the military, the prince, 
  or the greater good of Pekal and the efforts of 
  the Gray Legion. 
   
   
   
  Introduction 1 
   
  Summary: This is the first of two introductions 
  that each character receives. The characters 
  may be together during this encounter, though it 
  is not necessary. Character introductions occur 
  during Encounter 1. This introduction provides 
  incentive for the characters to visit Jorgen’s 
  Lake Goods where they are to meet Mitrick, a 
  Royal Spy.  
   
  Characters are approached by a young girl 
  wearing 
  a 
  white 
  smock. 
  She 
  asks 
  the 
  character’s name, performs a small curtsey on 
  hearing it, then presents him/her with a rolled-up 
  parchment sealed with black wax. There is no 
  seal imprinted in the wax, which is considered 
  unusual.  
   
  Assuming the character breaks the seal, s/he 
  reads the following message: 
   
  Greetings, 
  Our enemies to the east are preparing another 
  assault and we need someone with your special 
  skills to assist our efforts defending against it. If 
  you are willing to serve Pekal, please be in 
  Jorgen’s Lake Goods 30 minutes before it 
  closes.  
   
  Best Regards, 
  Mitrick 
   
  This message is included as Player’s Handout 
  #1. 
   
  Once the character has read the letter, the little 
  girl holds out her hand for the message. If the 
  character gives it to her, she smiles, nods, and 
  runs off (disappearing several streets later – 
  invisibility, hide skill, etc). She is a actually a 8th-
  level rogue, polymorphed into a little girl. She 
  has two potions of invisibility, a hat of disguise, 
  and two allies in the crowd waiting to cause a 
  distraction if trouble – the character – gets too 
  close (they bump into the character and attempt 
  to start a fight, or cause a similar disturbance). 
   
  If the character does not give her the letter, she 
  stamps her foot angrily and holds out her hand 
  again. If the character continues to refuse, she 
  says, in a surprisingly deep male voice, “You 
  won’t be able to keep it, so you might as well 
  hand it over.” Hopefully that shocks the 
  character into handing it over, but if not, she 
  shrugs and runs off, disappearing as above.  
   
  Some time later in the adventure, the character 
  becomes the target of a scry spell (16th-level 
  caster, DC 22). The letter then “activates” and a 
  create water spell is cast on the parchment. The 
  ink on the page becomes very wet, causing the 
  words to run and smear. Giggling, similar to that 
  of a little girl, echoes around the character as 
  the spell also drenches them. The parchment is 
  not destroyed, but it is rendered all but useless 
  since there are not any words to read. This does 
  not 
  work 
  if 
  the 
  parchment 
  is 
  in 
  an 
  extradimensional space, but the judge should 
  have this occur as soon as possible after 
  Encounter 1. 
   
  Jorgen’s Lake Goods is a small store near the 
  northwest edge of town selling nets, fishing 
  supplies, and other such merchandise. Jorgen is 
  a fisherman who lost an arm to scrags in Lake 
  Eb’Sobet many years ago. Though friendly and 
  even gregarious, Jorgen is rumored to have a 
  hard edge, as well as connections with various 
  groups who trade in illegal goods.  
   
  Knowledge 
  (Bet 
  Rogala/Pekal), 
  Gather 
  Information, or similar skills return the following 
  results: 
   
  DC 10 
  Jorgen’s 
  Lake 
  Goods 
  is 
  an 
  established building that sells marine 
  equipment like nets, fishing poles, 
   
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  Living Kingdoms of Kalamar 
  3 
  
  and lures. <Directions Provided> 
  (true) 
   
  DC 15 
  Jorgen lost his right arm to a lake 
  giant! (false) He fought for days and 
  days, finally driving his spear into it’s 
  mouth, just as it bit his arm off at the 
  elbow! (false) 
   
  DC 20 
  Jorgen has been around the city for a 
  long time and has a reputation for a 
  raging temper and violent streak 
  (true). The only reason he’s not in jail 
  is that his victims aren’t ever found 
  (false). 
   
  DC 25 
  Jorgen’s Lake Goods sometimes has 
  special merchandise for sale. But you 
  have to know Jorgen to see the 
  goods – he won’t sell them to 
  strangers.  
   
   
   
  Introduction 2: 
   
  Summary: 
  This 
  is 
  the 
  second 
  of 
  two 
  introductions that each character receives. The 
  characters 
  may 
  be 
  together 
  during 
  this 
  encounter, though it is not necessary. Character 
  introductions occur during Encounter 1. This 
  introduction provides incentive for the characters 
  to visit the Northern Caravan where they are to 
  meet Sokol, a friend of the Gray Legion. 
   
  As the characters travel through the city 
  (possibly headed to Jorgen’s), a group of 
  beggars come up and accost them, crying for 
  money. One of the beggars is a member of the 
  Gray Legion.  
   
  As they ask for money, the operative gets 
  directly in front of the character and says in a 
  hushed voice, “Greetings, faithful servant of 
  Pekal. The Prince has need of your hands 
  and head in a matter most dire. A new threat 
  rises, given form and direction by our good 
  friend, Tokis. If you are interested in 
  adventure, coin, and the chance to once 
  again prove your mettle in the service of 
  Pekal, then a caravan is leaving the east gate 
  tomorrow morning. Talk to Sokol. Your pay 
  is five times what he offers.” 
   
  After his message is delivered, he moves back 
  among the beggars. Any attempt at speaking 
  with him further is met with silence.  
   
  If the character persists, then the beggars 
  become agitated, screaming at the character to 
  “leave us alone!” or “take the demons away!” or 
  “we think leaves should smell like fish!” 
  Essentially, the beggars cause enough of a 
  scene to attract guards in 1d4 minutes. If the 
  characters have not left by then, the guards 
  usher them away and reprimand them for 
  “causing trouble for the poor beggars”. During 
  this trouble, the agent begins making hide 
  checks at +23 modifier to try and get away. 
  Once he thinks he is hidden, he slowly begins 
  moving away until out of sight from the 
  character. At that point, he uses his potion of 
  invisibility to disappear, then move off into the 
  city.   
   
  Characters who caused trouble with the beggars 
  receive a note that evening informing them that 
  their pay is up for review for “irresponsible” 
  behavior.  
   
  Characters who attempt to learn about anything 
  in 
  this 
  encounter 
  (Knowledge 
  (Bet 
  Rogala/Pekal), Gather Information, other similar 
  skills) must make a DC 20 to know that Sokol is 
  a respected former army officer who manages 
  caravans that take supplies to soldiers near the 
  front lines. DC 25 informs the character that 
  Sokol lost his left arm in a battle several years 
  ago against trolls in the Karmalea Mounds. 
  Characters who ask about the Gray Legion get 
  blank stares most of the time, and “only fools or 
  criminals worry about them, which are you?” 
  from a few brave souls. No other information is 
  forthcoming, and attempts to meet with Gray 
  Legion are for naught as all agents are currently 
  on assignment.   
   
  Encounter 1  
  Lake Goods 
   
  Summary: This encounter allows the characters 
  to meet Jorgen and Mitrick. The characters may 
  also have some questions for Mitrick. 
   
  Jorgen’s Lake Goods is a stout wooden 
  building with small sails and flags hanging 
  from the roof. The front door is open, and 
  happy whistling can be heard from inside. 
   
   
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  Living Kingdoms of Kalamar 
  4 
  
  Jorgen is a lanky male Kalamaran with black 
  hair tied back in pony-tail (typical sailor fashion) 
  wearing dark cotton pants and a lightweight 
  white shirt. He appears to be in his early forties, 
  and has obviously been outside most of his life 
  as he is very dark from extended periods under 
  the sun. His right arm ends right below his 
  elbow, and he has a small double-hook in place 
  of his hand. He speaks in a slow drawl, using 
  nautical terms like “Welcome aboard!” when 
  people enter his store, lots of “Aye!” and “Nay!” 
  when asked questions. He generally refers to 
  customers as “mates” or “lubbers” though sailors 
  may get a “sir” or even “Master” if they are polite 
  and spend some money.  
   
  The store is a jumble of equipment for use on 
  the water. Nets, fishing poles, small sails, 
  buckets of tar, nails, tools, and hundreds of 
  other items line the shelves. There is a small 
  counter where Jorgen keeps some money (for 
  making change) and his cutlass (for killing folks 
  who need killing). Any equipment of a nautical 
  nature can be found in this store, with normal 
  items available at cost, and masterwork items 
  available for 10% more than market value. 
  Jorgen does not negotiate prices, but gives 
  those characters who are sailors (ranks in 
  Profession (sailor), membership in the Naval 
  Irregulars, or 
  similar 
  “evidence”) 
  a 
  small 
  discount. It is recommended that he give a 2% 
  discount, though a particularly diplomatic sailor, 
  or a particularly good role-player of a sailor 
  character should receive 5%.  
   
  If the characters ask about any of the special 
  goods, Jorgen winks slyly and walks through the 
  door in the back of the shop. He returns with a 
  large jug and a few tin cups. He then begins to 
  explain how a mermaid once wooed him off his 
  ship, and in return for several unnamed favors, 
  she taught him how to make “water wine”. In 
  reality, it’s just cheap whiskey, and he knows it. 
   
  Though he does deal in a handful of illegal 
  goods from time to time, he does not have 
  anything on hand at the moment. Characters 
  may get an idea that he knows what they mean 
  by “special goods” but also that he is not able or 
  willing to provide any for sale (Sense Motive DC 
  15). 
   
  Eventually, the characters should get around to 
  asking about the letter. Once that occurs, Jorgen 
  gets an “Oh, you’re the ones!” look in his face. 
  He asks them to wait for a minute and walks into 
  the back, closing the door behind him. About 30 
  seconds pass and another man comes into the 
  store, wearing a long sea coat and an old 
  Pekalese Naval captain’s hat. He has a scar 
  over his left eye that continues down his nose.  
   
  He takes stock of the characters for a few 
  moments before speaking, “Caravan leaving 
  tomorrow from the east gate, speak to Sokol, 
  you get five times what he offers. He doesn’t 
  know anything so don’t bother asking for 
  details. You’re going to head north, and then 
  get more orders. I’ve got a few minutes for 
  questions if you have them, but I may not be 
  able to answer everything.” 
   
  Q: What is happening? 
  A: Tokis is forming a large band of 
  mercenaries north of Pekal’s borders. We’re 
  not sure why, but we don’t want to wait to 
  find out.  
   
  Who are you? 
  Mitrick. I work for people who want to make 
  sure Pekal wins the war. These friends have 
  royal concerns for Pekal’s safety, if that 
  means anything to you. 
   
  What is our mission? 
  I’m not entirely sure. My job was to ensure 
  you get hired on the caravan.   
   
  You don’t have any idea about what we’re being 
  asked to do? 
  No, but you will have the option to decline it 
  when you find out. I’m only trying to make 
  sure you get there to hear the offer. 
   
  Why should we trust you? 
  My superiors asked me to make sure you get 
  to the next contact via the caravan. I have 
  attempted to set that up to the best of my 
  ability, offering payment simply for making 
  the trip. As for whether or not to trust me, I’ll 
  let you decide that. If nothing else, you 
  should at least be interested because I 
  approached you specifically, instead of 
  publicly asking for volunteers. That implies 
  one of two things; I either want to hire you 
  for a job, or I want to kill you. Neither I nor 
  any of my friends have tried to kill you, so I 
  think that’s something in my favor. 
   
  What about our pay? 
  Sokol will offer you money for guarding the 
  caravan. You will receive five times his offer 
   
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  Living Kingdoms of Kalamar 
  5 
  
  simply to accompany them to our contact up 
  north. I am not in charge of financial 
  arrangements, so I do not know what he will 
  offer. The next contact will offer more money 
  for his assignment. 
   
  How do you know Sokol? 
  I do not know him. He had open jobs as 
  caravan guards, and I made arrangements to 
  accept the positions on your behalf. He is a 
  caravan master, nothing more. 
   
  What happens if we do not show up tomorrow? 
  Nothing. (Mitrick does not reveal more, though 
  he has already made contingency plans) 
   
  Who is Jorgen? Does he work for you or the 
  Prince? 
  He is somebody I paid to meet you here. He 
  is currently deaf and blind in his room, a 
  condition that shall be cured several minutes 
  after you leave.  
   
  So what happens to him after that? 
  Nothing that concerns me. He has earned his 
  money, and that’s it. We’re not going to kill 
  him or anything like that – he’s not a threat at 
  the moment. 
   
  What if he is a threat? I’ve heard rumors that he 
  might be dealing in shady circles for illegal 
  goods… 
  Does not concern me. I’m sure others are 
  watching 
  him, 
  and 
  he 
  knows 
  the 
  consequences if he breaks our trust.  
   
  Consequences? 
  Do you really need to ask? He won’t be 
  around any more (because he’ll be dead). 
   
  How is the war progressing?  
  Stalemate at the moment. Saving Baneta 
  from the Kalamaran Legion assault was a 
  decisive victory on the southern front, but 
  several battles have been turning against us 
  farther north. We’re holding for now, but 
  they’re starting to wear us down. Our 
  soldiers are better than the Tokis forces, but 
  with the Legions supporting them, the 
  numbers are just too great.  
   
  So how can we win? 
  We’re 
  working 
  on 
  it. 
  Intelligence 
  and 
  counter-intelligence. 
  Special 
  tactics 
  to 
  disrupt their supply lines. Unconventional 
  warfare.  
   
  What can you tell us about this other person 
  who asked us to meet Sokol? 
  What? 
  What 
  other 
  person? 
  (Allow 
  the 
  characters to explain the situation) 
   
  (Very concerned) I’m not sure what to tell you 
  about that – getting you assigned to the 
  caravan was my task, and only a handful of 
  people should know about it.  
   
  (Pauses as he thinks) For now, go along with 
  the plan. I’ll investigate here and send word 
  ahead to our contact. You will know him 
  when he mentions needing animal pelts for 
  the upcoming winter. 
   
  Once the characters have asked this question, 
  Mitrick breaks off further discussion, citing the 
  need to start tracking this down immediately.  
   
  Further Developments 
  If the characters attempt to track down 
  information on Mitrick, their investigations turn 
  up very little. None of their usual information 
  sources have heard of Mitrick, but they are also 
  cautioned that it does not really mean anything 
  since 
  high-level 
  operatives 
  frequently 
  use 
  disguises and false names.  
   
  Other than that, while nobody can confirm or 
  deny the use of beggars (or storefronts) as 
  cover for covert operations, both situations seem 
  reasonable for the agents of the military or the 
  crown. 
   
  The only other information of note the characters 
  might discover (certed access or DC 20 relevant 
  skill checks) is that the Principality is actively 
  conducting 
  intelligence 
  operations 
  in 
  the 
  northern part of Pekal. This potentially applies to 
  both Mitrick and the unnamed beggar, but 
  hopefully encourages the characters to continue 
  the journey.  
   
  Characters may also want to visit Jorgen again 
  (or attempt to find the group of beggars). The 
  beggars have stopped using their disguises, and 
  are unable to be found. Jorgen is in his shop, 
  though he does not know anything of use, save 
  that a nice Priestess came by to cure him of his 
  blindness and deafness soon after the sun went 
  down.  
   
   
  Encounter Two 
   
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  Living Kingdoms of Kalamar 
  6 
  
  The Caravan 
   
   
  Summary: 
  This 
  encounter 
  introduces 
  the 
  characters to Toren and Gregor, the two Gray 
  Legion contacts.   
   
  A large caravan has formed up in the early 
  morning shadow of the eastern gate. Men 
  wearing the uniform of Pekal’s army stand in 
  formation around several of the wagons. 
  Other people are gathered in a large group 
  near the center of the caravan, apparently 
  receiving orders then moving to stand 
  beside a wagon. An older man stands at the 
  center of the group, speaking with various 
  people then referencing a sheaf of papers 
  before sending them on. 
   
  Sokol is a middle-aged man missing his left arm. 
  He wears a longsword on his hip, along with two 
  small daggers across his lower back. Every bit 
  the retired military man, his outfit includes heavy 
  wool trousers and studded leather armor. He 
  rides a large, if slightly older, black stallion that 
  displays obvious signs of war training (standing 
  “at attention” until he moves it, scars along its 
  shoulders and neck from combat, etc).  
   
  As the characters approach, Sokol looks at them 
  a minute before shuffling through his papers. He 
  finally finds one, scans it, then turns his gaze 
  back toward them. “Well, good timing, we’re 
  leaving in fifteen minutes. You know the 
  routine?” 
   
  If the characters answer yes, then they get sent 
  to one of the wagons in the middle of the 
  caravan train. 
   
  If they answer no, then he continues: “We’re 
  headed north to the front, should take us two 
  days of travel. You get 2 gold per day, plus 2 
  more total when we arrive (total of 6 gold). I’ll 
  assign you to (checks papers) wagon six. 
  Stay around it and protect it if we’re 
  attacked. I would rather it be destroyed than 
  stolen, so keep that in mind. We should be 
  fine though. The Knights of the Lake have 
  been assisting patrols on the northern roads, 
  and our last attack was over a month ago. If 
  you’re interested, we return to Bet Rogala 
  five days after we arrive up north. We’ll be 
  transporting wounded soldiers back here for 
  treatment. Pay is the same.” 
   
  If asked, Sokol only knows that people fitting the 
  characters’ descriptions accepted the positions 
  and were going to arrive the morning of 
  departure. He does not have any information on 
  more money, secret contacts, or animal pelts for 
  the coming winter.  
   
  Further questions are met with a firm, but polite, 
  response that managing the caravan is a hectic 
  affair, and not one that can be spent answering 
  random questions. If the characters are patient, 
  however, he assures them he will speak to them 
  at length when they arrive.  
   
  The First Day 
  The caravan leaves Bet Rogala just as dawn 
  breaks. It makes steady progress throughout the 
  day, moving with the efficiency of a military 
  procession. None of the other guards, military or 
  mercenary, are very social, and all seem to take 
  their duties very seriously. Many of the wagons 
  have archers riding on top while mounted troops 
  range to each side. Scattered individuals in 
  robes ride close to the center of the column, 
  constantly watching their surroundings for any 
  sign of trouble. 
   
  A dust cloud appears on the horizon near noon, 
  and word is passed down the caravan to be 
  ready for trouble. Several guards shoot skyward 
  with bows at hand. Several minutes pass before 
  a bright green light arcs down from the guards 
  flying around the sky. A palpable sense of relief 
  moves through the guards as the arrow signal 
  for “friend” settles to the ground.  Nearly an hour 
  later, a troop of fifty Knights trot by headed 
  toward Bet Rogala, armor gleaming in the sun, 
  bright pennons streaming from their lances.  
   
  The rest of the day passes without further 
  incident, though a few small groups of horseman 
  are stopped by the military on the caravan for 
  questioning. All are eventually released after 
  short delays, and most seem more relieved than 
  aggravated at the presence of so many armed 
  men. 
   
  Ask the characters if they are doing anything 
  specific after the caravan stops for the night. 
  Sokol has a site he always uses for overnight 
  trips on top of a large hill with a commanding 
  view of the countryside. Several areas have 
  been dug away to provide some minor defense 
  of the hill in case of attack.  
   
   
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  Living Kingdoms of Kalamar 
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  The only item of interest that happens is that 
  characters find small pieces of paper among 
  their belongings that evening with a Search DC 
  15. Those who fail the check may search again 
  if prompted by companions. Failure simply 
  indicates that the paper was not noticed within 
  the folds of a backpack or pouch – it does not 
  mean that the paper disappeared or became 
  ambulatory and ran away. 
   
  The papers contain a strange sigil that 
  spellcasters would notice as similar to an arcane 
  mark. The mark does not have any meaning in 
  and of itself (it does not mean "death" or "fool" or 
  "mustard"); it is similar to a signature. It radiates 
  faint abjuration magic, and may be dispelled as 
  if cast by a 13th-level caster. Spellcraft, 
  Knowledge (arcana), or other similar skills 
  may determine with a DC 15 that such sigils 
  could be used to detect the carrier (similar to 
  scry).  
   
  The most important part of this puzzle is that the 
  paper is of a type normally found in Kalamar. It 
  is less brittle than paper commonly found in 
  Pekal (and/or the other Young Kingdoms), and 
  retains ink even if slightly splashed with water. 
  Paper such as this is much more expensive than 
  normal, and only available to the most important 
  people (courtiers who work for the Prince would 
  have access to this paper, but not generals or 
  military staff). An assortment of knowledge rolls 
  might be used to figure this out; any PC who 
  often deals with paper (students at the College 
  of Magic or members of the Bookman's Guild 
  notice the difference immediately). 
   
  Anyone trying to use spells or psionics to 
  uncover past history of the paper has little 
  success. There is only one previous owner.  
   
  If characters specifically dig through their packs 
  during the trip, they should have a chance to find 
  the paper at that point. Otherwise, the adventure 
  assumes that characters do not rearrange their 
  belongings from the time they joined the caravan 
  until the time they stop for the night. 
   
  Hopefully, characters glean the hint that 
  somebody from Kalamar is interested in 
  watching them.  
   
   
  The Second Day 
  More and more military personnel can be seen 
  as the caravan moves closer to the front. 
  Several groups of cavalry move up and briefly 
  interact with Sokol. All the groups move away 
  after a few minutes, apparently satisfied with his 
  credentials to let the caravan continue. 
   
  The only unusual event during the day occurs a 
  few hours outside the main army camp. A 
  wagon with a shattered axle rests near the side 
  of the road surrounded by several guards and 
  two apparently mercenary soldiers. Orders are 
  quickly passed along the caravan, and soldiers 
  from the wagon directly ahead of the characters 
  quickly move to begin transferring merchandise 
  from the broken cart into theirs. As this 
  continues, the mercenaries move over and 
  stand beside the characters to watch. One of 
  them strikes up a conversation.  
   
  “Glad to see you guys, it was getting a bit 
  nervous with those soldiers acting like we 
  could be attacked at any second. You out of 
  Bet Rogala?” 
   
  Allow the characters to interact with the 
  mercenaries as the transfer of cargo is military in 
  nature, and not permitted for handling by civilian 
  personnel. The two mercenaries are Gregor and 
  Toren. Both are Kalamaran. Gregor is six feet 
  tall and very muscular, dressed in a chain shirt 
  and wearing several weapons including a 
  warhammer and shortsword. Toren is nearly as 
  tall, but much slimmer. He is wearing leather 
  armor with a longbow at hand and two handaxes 
  on his belt. Both men have beards and unkempt 
  hair, obviously not military issue.  
   
  Toren does most of the talking with the 
  characters, explaining that his caravan was 
  headed into the fort from Crenholm. They had 
  been on the road for three days when the axle of 
  the cart they were guarding splintered and broke 
  apart. The caravan master went ahead and left 
  guards until he could send another wagon to 
  recover the contents. 
   
  Toren and Gregor are both circumspect about 
  their backgrounds, and both seem unwilling to 
  ask about the characters (assumed to be 
  mercenaries). 
  Essentially, 
  they 
  are 
  uncomfortable around “authority” and they were 
  the only mercenaries on their caravan. Both 
  have been a bit stir crazy the past few days, and 
  are just happy to talk to civilians. 
   
  After a few minutes, Toren should get a shrewd 
  look in his eye and mention something about 
   
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  Living Kingdoms of Kalamar 
  8 
  
  how he hopes that the next shipment brings the 
  animal pelts for winter to the northern forts. 
  Assuming the characters react, he suggests that 
  they postpone further conversation until they 
  reach the military camp.  
   
  The rest of the journey continues uneventfully, 
  though Toren can be seen watching the 
  characters as if appraising them. 
   
   
  Encounter Three 
  Military Camp 
   
  Summary: The characters discuss business 
  with Toren, but also have another visitor who 
  professes to know more about what they’ve 
  been asked to accomplish. 
   
  NOTE: There are two intended contacts during 
  this encounter. At some point, these two are 
  expected to be brought together with the 
  characters. The judge is highly encouraged to 
  read through this section several times to ensure 
  the content is prepared for unexpected player 
  behavior/decisions. 
   
  The camp at the front lines of Pekal’s 
  northern border is surrounded by a fifteen–
  foot tall berm studded with sharpened 
  stakes. Guards patrol the top edge of the 
  wall, walking its length on a flattened path 
  between rows of stakes. The wall is dotted 
  every hundred feet or so with a thirty –foot 
  tall wooden tower. Several guard teams walk 
  along the outside perimeter with large war 
  dogs. A large wooden gate has been erected 
  at the road to allow entrance to the camp. 
   
  The inside of the camp has been divided into 
  military and civilian sections, with white 
  tents near the center. The caravan passes 
  through several checkpoints before arriving 
  at a large pavilion that serves as the storage 
  depot.  
   
  Toren and Gregor move toward you, “There 
  is a curfew in effect for the military boys, but 
  civilians are free to roam in our section. Meet 
  us at blue tent fifteen two hours after dark. It 
  seems that I owe you some money!” With a 
  smile and a wave, they both move off into the 
  crowd. 
   
  The characters are presented with several rules 
  for their stay within the camp (Player’s Handout 
  #2): 
   
  1. Yellow and green tents are for military 
  personnel, blue tents are for civilians, and 
  white tents are for officers. 
  2. Civilians must stay at least 15 feet away 
  from all military sections (marked by yellow 
  and green flags) unless escorted. 
  3. Military personnel are under strict curfew. 
  Soldiers who are not on duty must remain in 
  designated military sections of the camp. 
  4. The gate is closed to traffic from dusk until 
  dawn.  
   
  Violation of these rules carries penalties as 
  proscribed by the Royal Military Tribunals of 
  Pekal.  
   
  The rules are really only useful if characters 
  attempt to do something foolish, like sneak out 
  during the night, or steal from the officer’s tents. 
  They are not intended to come into play, just 
  available in case the adventure goes horribly 
  astray and needs a framework to return to the 
  path.  
   
  By the time the characters have finished their 
  duty 
  (guarding 
  the 
  wagon 
  while 
  soldiers 
  unloaded it), it is dusk. They have two hours to 
  roam until Toren and Gregor are expecting 
  them.  
   
  The characters may move throughout the civilian 
  tents at their leisure, though most of the people 
  keep to themselves to try and stay out of trouble. 
  The civilians are mainly mercenaries and local 
  families who have been displaced by the war. 
  Morale is high, though the effects of the fighting 
  are obvious with many wounded soldiers 
  around, and the very plain lifestyle of the people 
  in the camp.  
   
  A large pavilion has been erected in the center 
  of the civilian section. Most of it has been taken 
  up by several tables where meals are available 
  (standard military fare), though a few merchants 
  are hawking wares. Prices are 25% higher than 
  usual sale value. Prices may be reduced at a 
  level of 5% for every 5 points in difference 
  between Diplomacy checks.  
   
  For example, if a character makes a DC 20 
  Diplomacy check, while the vendor gets a DC 
  10, then the price would be reduced by 10%, to 
   
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  Living Kingdoms of Kalamar 
  9 
  
  only 15% over usual market value. The price 
  cannot be reduced below market value, and 
  each merchant only reduces prices two times 
  per item. If the merchant beats a character twice 
  on Diplomacy rolls, there is no further reduction 
  for that character on anything sold.  
   
  Selection is very basic, and only mundane items 
  are available. In general, there is a 50% chance 
  the vendor has something in stock (they either 
  do not have something, or “just sold out!”). The 
  vendors have different lines they possess, and 
  further details can be found below. 
   
  There are four vendors: 
   
  Rento – Male Kalamaran human from Bet 
  Rogala, specializing in spices, jewelry, and small 
  weapons. Diplomacy check +13 
   
  Tippu – Female halfling from the Kamarela 
  Mounds, specializing in one-handed weapons, 
  pots, pans, and tools. Diplomacy check +12 
   
  K’apo – Male half-orc from the forests near 
  Nehosihido. Has various suits of light and 
  medium armor, as well as light and heavy 
  shields. No heavy armor or tower shields. Has 
  some basic clothing for both men and women. 
  Diplomacy check +7 
   
  Werrin 
  – 
  Male 
  Kalamaran 
  human 
  from 
  Lebolegido. Selling two-handed and ranged 
  weapons. Does not have any mighty composite 
  bows. Diplomacy check +8 
   
  A New Contact? 
  If the characters do not approach Werrin, he 
  eventually runs into them. Greeting them 
  warmly, he mentions that he was hoping to see 
  a shipment of animal pelts from Baneta for the 
  coming winter months.  
   
  Hopefully 
  the 
  characters 
  seize 
  on 
  this 
  opportunity to speak with him. If they agree, he 
  takes them to a nearby tent.  
   
  I am glad you made it. Here is the money 
  promised to you. (He distributes 30 gold to 
  each character).  
   
  You no doubt wish to hear about the 
  assignment. As you may know, there is a 
  large mercenary band massing north of the 
  Kalamar border. Paru’Bor has not yet seen fit 
  to interfere, and it is our suspicion that they 
  have received some incentives to look the 
  other way.  
   
  Regardless, the leader of the mercenaries is 
  a loyal Tokite general who is posing as a 
  disgraced soldier looking to take vengeance 
  on his former employer. We do not believe 
  his tale. He is being supported by his 
  government to create this mercenary army 
  and further press our northern borders. His 
  scouts have been seen near the major roads, 
  and we believe he is going to lead the 
  mercenaries against our positions in an 
  attempt to turn our northern flank. If he 
  succeeds, it will cost many lives, and 
  possibly lengthen the war for months or 
  years. 
   
  You must find a way to remove the general 
  from his position of authority. Killing him is 
  probably the most certain, but perhaps 
  another way can be found to discredit him in 
  the eyes of the mercenaries. 
   
  Success in this endeavor will earn you the 
  respect of the Prince, and more gold than 
  you can carry in one hand. What say you? 
   
  How much gold? 
  <ATL*30> gold pieces each.  
   
  What do you know about this general? 
  General Baren is a powerful warrior who has 
  been a thorn in our side for years. He is a 
  cautious leader, never committing more 
  troops than necessary, though he usually 
  comes out the victor. Many of our soldiers 
  lost their lives to his soldiers during the 
  border skirmishes before open war was 
  declared.  
  Why do you think he is falsely raising this army? 
  It is our assessment that his true intent is to 
  create more problems for Pekal, not gain 
  revenge. We believe he intends to strike 
  south and begin trying to turn our northern 
  line so more of the Tokis forces can attack 
  from the east.  
   
  How do we get close enough to do anything? 
  We have these badges from Crocker’s 
  Company. It was a small mercenary company 
  from Ek’Gakel that Pekal soldiers defeated 
  some time ago. Crocker was a priest who 
  drove his men into a religious frenzy. It 
  worked well for him since he got to keep all 
  the money they collected. In the end, 
   
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  Living Kingdoms of Kalamar 
  10
  
  however, our soldiers were just too skilled 
  for his men and his band was slaughtered in 
  the hills to the north. These mercenaries may 
  have heard of Crocker’s Company, but they 
  most likely don’t know of his demise. You 
  should at least be able to pass for 
  mercenaries to get into their camp. 
   
  Why not send soldiers? Or special agents? 
  Soldiers would stand out too much, their 
  discipline and training is too ingrained for 
  them to pass as mercenaries. Individual 
  agents would likely not have the opportunity 
  to accomplish the mission. Sending a group 
  of agents is just too difficult to coordinate 
  right now. The timing requires that we use 
  outside forces to support our own.  
   
  Why should we believe you? 
  Well, I paid you as promised, provided you 
  with details on the job, and made sure you 
  can actually get in to complete it. What more 
  do you want? 
   
  Werrin readily accepts any reasonable request, 
  such as a religious oath; he does not accept 
  spellcasting such as geas or charm person, 
  though zone of truth would be acceptable. 
   
  Where are the mercenaries? 
  The only information we have is that they are 
  near the mountains on the border of 
  Paru’Bor and Pekal. I have a map of the 
  region that may help you find them.  
   
  How many mercenaries are there? 
  We estimate close to a three hundred. 
   
  Do you know Mitrick (or Toren)? 
  The name is not familiar to me.  
  If the characters describe their encounter with 
  Mitrick, or the beggars … 
  That seems like one way of contacting 
  potential agents. It is unlikely I would 
  recognize other agents. We generally stay in 
  separate cells. My cell is focused on this 
  mission. Once you leave camp, my job is 
  completed, and I will return home to receive 
  new orders.  
   
  If the characters describe their encounter with 
  Mitrick and the beggars. 
  What do you mean there were two contacts?  
   
  Do you know Toren and Gregor? They talked 
  about animal pelts as well. 
  What? Who? When? 
   
  Toren and Gregor, they are here in the camp, 
  and wanted to speak to us later tonight? 
  Very interesting. I wonder if you would do me 
  a favor then? Go speak with these so-called 
  contacts and see what they have to say. 
  Return here so we can discuss what they 
  want of you. 
   
  If the characters agree to the plan, Werrin 
  ushers them out but remains in his tent until they 
  return. Under no circumstances does Werrin 
  agree to meet with the other contacts at this time 
  – he fears a trap, or worse, that his service has 
  been infiltrated and these may be spies for 
  Kalamar. 
   
  If the characters return to speak with Werrin 
  after talking to Toren, he asks them to reveal the 
  information they have discovered. He provides 
  as much information about the hobgoblin as 
  Toren did about the general, which is nothing 
  useful.  
   
  Toren should have asked the characters to set 
  up a meeting between himself and Werrin. 
  Though cautious, Werrin can be convinced to 
  accept a meeting if the characters are present.  
   
   
  Speaking with Toren 
  Toren and Gregor gave the characters a tent 
  number close to the military section of the camp. 
  They are both seated on boxes chatting when 
  the characters arrive.  
   
  “Welcome friends, let us go inside and 
  discuss accounts!” 
   
  Toren and Gregor lead you into a tent. 
  Gregor stands inside near the door while 
  Toren moves over to a small chest. He 
  reaches in and pulls out several small 
  pouches. Turning back to you, he offers one 
  to each of you. “Here you go, payment for 
  making the trip.”  
   
  Toren asks the characters to be seated then 
  nods to Gregor. The larger man leaves the tent 
  and resumes his seat on the box outside. 
   
  “Now to business. You should have heard 
  that a large mercenary force is being 
  gathered near the border with Paru’Bor. 
  Pekal cannot move against them, but it 
   
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  Living Kingdoms of Kalamar 
  11
  
  seems our northern neighbors are not 
  exactly enthusiastic about removing the 
  mercenaries either. We figure they are just 
  trying to stay neutral, and as long as no 
  fighting happens on their side of the line, 
  they won’t come out to play.   
   
  Building this army is a large hobgoblin 
  paying insane amounts of money to any 
  mercenaries willing to join under his banner. 
  We believe that Tokis, and Kalamar, are 
  supplying his money. That means that he will 
  move when and where they direct him.  
   
  Toren sighs heavily and pauses for a moment.  
   
  “We have seen several scouts in recent 
  weeks near some of the larger towns and 
  villages in the region. The military has 
  encouraged everyone to evacuate, but the 
  harvest is nearly ready, and many are 
  unwilling to leave their homes. The soldiers 
  try to patrol the areas, but many are little 
  more than clusters of houses surrounded by 
  rolling hills and fields. Despite their best 
  efforts, the military cannot protect them all. If 
  the mercenaries were to ride against these 
  people, it would be a slaughter. 
   
  Not only would many civilians lose their 
  lives, but popular support for the war would 
  decline. Everyone is living with the taxes to 
  support the war, and the last thing Prince 
  Kafen 
  needs 
  is 
  dissent 
  from 
  the 
  commoners.” 
   
  We need you to infiltrate the mercenary 
  army, 
  and 
  ensure 
  that 
  the 
  hobgoblin 
  commander does not lead his force against 
  the civilian population of Pekal. Abduct him, 
  kidnap him, or just make him disappear into 
  the earth – he must be stopped!” 
   
  How much gold do we get? 
  <ATL* 30>. 
   
  Do you know a man named Mitrick or Werrin? 
  No, sorry, do not know anyone by those 
  names. 
   
  Who is this hobgoblin? 
  We do not know his name, but he is a gray-
  skinned male with long brown hair worn in a 
  braid. He has been seen wearing both chain 
  and plate armor, and carrying a variety of 
  polearms and two-handed swords. He has 
  several bodyguards who follow him around, 
  including a user of magic. 
   
  Toren does not have specific information about 
  the caster, it could be arcane or divine.  
   
  How should we infiltrate the mercenary camp?  
  They have been accepting just about anyone 
  who agrees to swear the oath of loyalty – it’s 
  not really an oath, just an agreement to listen 
  to the leader as long as his money holds out.  
   
  There is a large tree on the road a few days 
  north of here. Several small bands of men 
  have been seen there by patrols in the area. 
  Our scouts have not yet returned from their 
  missions, so we cannot be sure. 
   
  How many mercenaries are there? 
  We estimate about three hundred. 
   
  So why should we believe you? What if one of 
  you is a spy?  
  I see your point. Is there some way I can 
  prove myself to you – beyond the fact that I 
  have treated you honestly and fairly since 
  the time we met?  
   
  Toren readily accepts any reasonable request, 
  such as a religious oath; he does not accept 
  spellcasting such as geas or charm person, 
  though zone of truth would be acceptable. 
   
  If the characters describe their encounter with 
  Mitrick, or the beggars … 
  Either of those would work, I guess. My 
  assignments 
  are 
  usually 
  part 
  of 
  the 
  operation, not the initial set-up.  
   
   
  Do you know of a Tokite General named Baren? 
  The name sounds familiar, but it does not 
  mean anything to me. 
   
  He was rumored to be leading this band of 
  mercenaries, not some hobgoblin? 
  What? Where did you hear that? The 
  hobgoblin was in charge as of three days 
  ago. 
   
  Would you believe there is another person in 
  camp who claimed to be our contact?  
  No, I do not believe you. 
   
  Assuming the characters explain the situation… 
   
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  Living Kingdoms of Kalamar 
  12
  
  Intriguing. I will have Gregor contact our 
  superiors at once. In the meantime, perhaps 
  you can tell me what this other person 
  wanted? 
   
  Toren listens intently, and should be concerned 
  over the differences in his story and Werrin’s. 
  Eventually, he suggests that he and the contact 
  should meet, perhaps with the characters 
  around to ensure neither one of them is an 
  imposter.  
   
  Both Sides Come Together 
  If and when Werrin and Toren meet, this 
  encounter happens. They both meet with the 
  characters, then move away to discuss matters 
  in hushed tones. They speak for several minutes 
  before returning.  
   
  Both men have grave expressions on their 
  faces as they return to speak with you.  
   
  Toren grimaces, shares a disturbed look with 
  Werrin, then speaks, “The good news is that 
  we are both working for Pekal. Unfortunately, 
  our intelligence about the mercenaries does 
  not match.” 
   
  “My intelligence implies that the hobgoblin 
  will lead the mercenaries against outlying 
  towns to try and kill as many civilians as 
  possible. That would cause morale to 
  plunge, and support for the Prince in this war 
  would likewise evaporate.” 
   
  Werrin chimes in, “My reports, however, 
  indicate that General Baren is going to send 
  his forces directly at our soldiers, trying to 
  create a quagmire in the north, tying up 
  soldiers and supplies here while more 
  attacks try to break through in the east and 
  south.” 
   
  He motions to Werrin, “Neither of us had 
  questioned the information until now since it 
  came from usual sources. That said, we 
  believe that you should go on to the 
  mercenary camp and take whatever action 
  you think is necessary once you arrive.”  
   
  How can this have happened? 
  We do not know. Neither of us has ever 
  encountered anything like this before. 
   
  Are we sure the mission has not been 
  compromised?  
  No, we are not sure. But we have both seen 
  the same information on the number of 
  mercenaries. It is a number that is just large 
  enough to attract our attention.  
   
  Obviously, there is greater risk, but we both 
  believe the mission still has merit. If you 
  arrive and feel it is too dangerous to 
  continue, then we ask that you gather as 
  much 
  information 
  as 
  possible 
  before 
  returning. 
   
  At the least, we are fairly sure that nobody 
  knows about our plan to use Crocker’s 
  Company badges, so you should be able to 
  gain entry into the camp. 
   
  What makes you sure nobody knows about the 
  badges? 
  Werrin grins slyly at Toren, “We are the only 
  cell that has those, even Toren didn’t know 
  about them. Another item of note is that 
  decisions like the one to use the badges are 
  made on a more local level, so we’re fairly 
  confident that nobody expects it.  
   
  What is more important, saving civilians, or 
  saving soldiers? 
  The support of the population is important to 
  the Prince and the Honorable since taxes can 
  be kept high to fund the war. Unfortunately, if 
  our military is forced to maintain a large 
  presence here, that would likely cause more 
  deaths in the south, as well as possibly 
  lengthening the war. There really isn’t a clear 
  answer.  
   
  Hopefully, only one of them is leading the 
  mercenaries so your decision will be easy.  
    
  So we should just kill the general and hobgoblin 
  then? Wouldn’t that solve all the problems? 
  We are not sure. Those are definitely valid 
  options, but there may be captains or other 
  officers to take their place – just be sure of 
  the outcome before you take such a step. 
   
  You two are crazy! This group you work for 
  cannot get its act together and you expect us to 
  do the dirty work? 
  If that is the way you feel, you may leave now 
  with the gold you have earned. 
   
  Do we get more money for the added danger? 
   
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  Living Kingdoms of Kalamar 
  13
  
  Yes, double what Werrin promised earlier 
  <ATL*60>. You will receive <ATL*30> gold if 
  you just come back with information. 
   
  What is the plan after we accomplish our 
  mission? 
  Return to Bet Rogala as quickly as possible. 
  Drop a written report in the tithe box of the 
  Raiser one morning. You will be paid 24 
  hours later. 
   
   
  Answer any other questions the characters have 
  as truthfully as possible. Neither Werrin nor 
  Toren are hiding anything, so Sense Motive 
  detects nothing unusual.  
   
  Assuming the characters agree, Toren suggests 
  they leave first thing in the morning. The 
  mercenaries are near the Paru’Bor border, and 
  should be three days walk from the camp.  
   
   
  Encounter Four 
  Mercenaries! 
   
  Summary: 
  The 
  characters 
  arrive 
  at 
  the 
  mercenary camp and must prove themselves in 
  order to join. 
   
  On the third day of walking north of the Koreta 
  Military Camp… 
   
  Have the characters make Spot checks DC 36. 
  Any who succeed see several people hiding in 
  the tall grass beside the road (during the 
  surprise round) as this encounter occurs.  
   
  After hours of walking under the late summer 
  sun, you notice a large oak tree coming into 
  view. Moving up and over the intervening 
  hills allows you to also notice a young man 
  idly playing a lute in the branches of the tree. 
  “Good day, travelers! What brings you to my 
  fair kingdom?” 
   
  This is Tub, a musician and vagabond. He can 
  also take care of himself in a fight, which is why 
  he is here to greet potential new mercenaries. 
  The dozen guards he has hiding near the road 
  are ready to pounce at a moment’s notice, so 
  that also has Tub feeling confident. 
   
  If the characters mention they are here to join 
  the mercenaries, Tub demurs, pretending not to 
  know anything about it. He begins asking 
  questions though, such as “Why would you want 
  to join the mercenaries?”  
   
  This is almost an informal interview, which he 
  passes off as curiosity of a wandering bard if 
  challenged.  
   
  Eventually, Tub suggests that if they are 
  interested in finding what they seek, walking 
  toward a distant outcropping of rock in the 
  mountains to the east would be a great idea. 
  Several minutes after the characters leave, four 
  guards also disengage themselves to “escort” 
  them. Characters would likely notice them after 
  15 or 20 minutes.  
   
  The guards are not very talkative, simply 
  encouraging the characters to reach the 
  mountains as quickly as possible.  
   
  The journey takes several more hours, and they 
  finally reach some scab trees and hills about an 
  hour after dark. 
   
  The trek from the tree took several hours, but 
  you have finally begun to see evidence of the 
  mercenaries in the area. One large tent has 
  been erected near a stand of trees, and 
  several groups are gathered around small 
  fires.  
   
  A large man near the tent notices you, picks 
  up his greataxe, leans it on his shoulder and 
  begins walking toward you. The guards who 
  had been tailing you move up behind you, 
  and one of them says, “Well, here’s your 
  chance to join.” 
   
  The man with the axe stops 10 feet from you. 
  “So, you want to join up?” 
   
  The characters have to convince this mercenary 
  that they can join. There are about twenty men 
  in the camp behind him, though most seem to 
  ignore the characters for now.  
   
  Convincing him to let them join is best done by 
  mentioning their membership in Crocker’s 
  Company, as well as some of their more 
  dangerous exploits.  
   
  He finally agrees to let them join if they can pass 
  a combat test. This is something akin to an 
  initiation. 
  The 
  characters 
  can 
  refuse 
  to 
  participate, at which point the man simply says, 
  “Your choice.”  
   
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  Living Kingdoms of Kalamar 
  14
  
   
  If they accept, he marks out a circle 40-feet in 
  diameter and tells the characters to stand inside 
  without their weapons (which can be piled right 
  outside the circle and won’t be touched). Each of 
  the characters is given a long pole made from 
  springy branches found in nearby trees.  
   
  These can function as quarterstaffs, two-handed 
  swords, longswords, or spears. All damage is 
  subdual, but characters do not have to take a 
  penalty to their attack rolls.  
   
  A group of mercenaries gets into the circle 
  opposite the characters, but they are all armed 
  with clubs and shields. 
   
  The object of the exercise is for the characters 
  to hit each of the mercenaries twice with the tree 
  branches. The mercenary then must leave the 
  circle with his club in the air (on his next action).  
   
  The mercenaries, however, are trying to club the 
  characters into submission. They hit for real 
  damage the first few rounds, but then begin 
  trying to subdue the characters. They do take a  
  -4 penalty to attacks when attacking to subdue.  
   
  All the while, mercenaries outside the circle try 
  to interfere with the fight (on both sides) while 
  not entering the circle. Some mercenaries may 
  throw beer (Reflex DC 10 or -1 to attacks from 
  beer in the eyes!), others may throw nets into 
  the circle (Reflex DC 10 or character cannot 
  move for one round), while some stick weapons 
  into the circle to try and trip people.   
   
  Overall, this event is meant to be more 
  entertainment than combat, and the judge 
  should try to come up with one “event” from 
  outside the circle each round. The only caveat is 
  that they cannot harm the characters. Use attack 
  modifiers of 5+ATL for necessary rolls, while DC 
  to avoid effects should be 10 for nearly 
  everything. Have fun with it, the point is 
  definitely not to try and “defeat” the characters 
  with this. 
   
  Regardless of who wins, the characters are 
  (awakened and healed if unconscious then) 
  welcomed into the group as brothers. Offered 
  beer and food, they are given places by the fire, 
  and treated like old friends. They are then told 
  that the main campsite is further in the 
  mountains. They will journey there in the 
  morning and receive any healing they require.  
   
  One of the mercenaries offers to give the 
  characters tattoos for free if they are interested. 
  They can get a small tattoo for free, or larger 
  sized ones for a small amount of coin (two 
  colors and a medium sized tattoo are 10 gp; 
  tattoos using more than two colors of ink 
  spreading across large areas of the body are 50 
  gp). These are certed. 
   
  ATL 1 (CR 2) 
  Mercenaries (War1) x4  
   
  ATL 3 (CR 4) 
  Mercenaries (War2) x4 
   
  ATL 5 (CR 6) 
  Mercenaries (War3) x4 
   
  ATL 7 (CR 8)  
  Mercenaries (War5) x4 
   
  ATL 9 (CR 10) 
  Mercenaries (War7) x4 
       
   
  Encounter Five 
  Decisions 
   
  Summary: The characters discover the truth 
  about the mercenaries, and are forced to make 
  a decision that could alter the course of the war. 
   
  You are led up a narrow path higher into the 
  mountains. Sentries wave you past as your 
  escorts exchange strange-sounding chirping 
  noises, obviously some kind of recognition 
  signals.  
   
  After only thirty minutes of climbing you 
  reach a small vale in the hills. Several 
  hundred men and women meander about 
  between brightly colored pennants on the 
  west side, and large dark banners on the 
  east. One of your guards points, “The band 
  broke up into two companies a few weeks 
  ago. Captain Baren leads that one,” pointing 
  toward the west, “and a hobgob named Grolk 
  keeps those in line,” motioning to the east.  
   
  The characters are approximately 500 feet south 
  of the Kalamaran tent when they arrive in the 
  vale.  
   
  Have the characters make Spot or Knowledge 
  (military tactics) checks. DC 15 is enough to pick 
   
  … and Peace 
  Living Kingdoms of Kalamar 
  15
  
  out the headquarters for each group, as well as 
  a larger tent in the middle of the vale. This tent is 
  guarded by Kalamar legionnaires. If asked, the 
  escorts mention that a Kalamar Consol is in the 
  vale to offer advice to Baren and Grolk.  
   
  Each band has a paymaster that the characters 
  have to speak with to sign on. They can sign up 
  with one group or the other, but not both. Until 
  then, they are allowed to speak to mercenaries 
  from both camps, but not truly welcome.  
   
  Some characters may attempt to Gather 
  Information once they arrive: 
   
  Baren’s camp: 
  Mainly humans, with the odd half-elf and dwarf. 
  These races get a +2 to their checks.  
   
  DC 10 
  We can’t wait to go up against 
  those Pekal guys – we’ll teach 
  them a thing or two about 
  fighting! Just wish the Consol 
  would finally wash his hands of 
  those monsters over there. If he 
  wasn’t so concerned with them, 
  we might have already turned 
  the tide in the north! 
   
  DC 15  
  Most of the men are from 
  soldiers 
  from 
  Tokis. 
  They 
  followed Baren when he was a 
  general, so they followed him 
  when he became a mercenary. 
   
  DC 20 
  The men here have much better 
  equipment than the savages in 
  Grolk’s band. Baren even has 
  some smiths on the payroll. 
  Those 
  are 
  expensive 
  mercenaries to hire! 
   
  DC 25 
  The Consol arrived just in time. 
  Baren and Grolk were just about 
  ready to declare war on each 
  other. Grolk is an animal, and 
  Baren doesn’t approve of his 
  honorless tactics. 
   
  Grolk’s camp: 
  Most in this group are the monstrous humanoids 
  like orcs, hobgoblins, etc. 
   
  DC 10 
  Everyone in Pekal is rich, even 
  the commoners! We can’t wait 
  for the chance to plunder those 
  villages! If the Consol would 
  only let us leave this stinking 
  vale. 
   
  DC 15 
  There are a large number of 
  hobgoblins in the mercenaries, 
  most from lands far to the south. 
   
  DC 20 
  Grolk has had his mercenaries 
  training in hit-and-run tactics. He 
  wants them able to destroy a 
  place then quickly move on to 
  their next objective. 
   
  DC 25 
  Grolk was just about to tear 
  Baren’s head off his shoulders. 
  That old man does not deserve 
  any respect, and his ideas about 
  “war” are fairy tales.  
   
  The characters can join either side. To join a 
  band, they must apply with the paymaster.  
   
  Baren’s Mercenaries 
  Baren’s paymaster is a thin man with white hair 
  and a high, raspy voice. The characters are 
  asked to take the oath, “Do you agree to serve 
  under Baren, for so long as he requires their 
  service, for so long as he pays your wage?”  
   
  Once the characters agree, the paymaster 
  instructs them to take a marker to the 
  quartermaster. His tent is located near the 
  officer’s pavilion. 
   
  As the characters walk past, have them each 
  make a Spot, Knowledge (military tactics), or 
  similar skill check. The DC is 15. Any who 
  succeed notice that a few men are gathered 
  around a small sandbox. It has been arranged to 
  resemble the vale. Listen or Sense Motive 
  checks DC 15 reveal that the men are 
  discussing the options available to them if 
  Grolk’s band continues to be a nuisance. If 
  asked, all the men have a very military bearing, 
  much more so than most mercenaries in camp.  
   
  They continue to the quartermaster’s tent 
  without further incident, and are assigned to a 
  spot near the center of the vale. 
   
  Grolk’s Horde 
  Grolk’s paymaster is a small orc with iron plates 
  riveted to his head. He speaks in short 
  sentences with frequent grunts and pauses. He 
  tells the characters, “Grolk demands service, 
   
  … and Peace 
  Living Kingdoms of Kalamar 
  16
  
  and he pays gold for it. Do you swear to 
  serve?” 
   
  They are assigned to space near the fire pits, 
  very hot and uncomfortable. Just perfect for new 
  recruits. While moving through the camp, they 
  overhear several conversations about “the 
  maps”. If they inquire, they are pointed out to a 
  large table near the center of the camp.  
   
  The table is surrounded by several large 
  humanoids, including a gray-skinned hobgoblin 
  with a two-handed sword slung over his back. 
  Characters who manage to get a glimpse of the 
  map (Hide to get close, Spot to try and sneak a 
  glance, etc) see that it is a representation of the 
  vale, and specifically contains information about 
  the best methods of attacking the eastern 
  portion.  
   
  Tying it all together 
  At some point, the characters should see a 
  Kalamar legionnaire headed toward them. He 
  stops and asks their names. When they provide 
  them, he gives the following message: 
   
  I am glad to have found you. I bring word 
  from an associate of yours called Mitrick, 
  would you please follow me? 
   
  He then leads them directly to the Consol’s tent 
  in the center of the vale, holding open the flap 
  and ushering them inside.  
   
  The interior of the tent is plush and opulent. 
  The ground is covered in thick carpets, and 
  several tapestries have been hung from the 
  tent frame. The Consol is a middle-aged man 
  with sharp features. He is lounging in a chair, 
  staring at a large map of the surrounding 
  region. When you enter, he looks up and 
  rises with a smile on his face. 
   
  “It actually worked!” He grins even wider as 
  he looks over you.  Throwing his head back, 
  he laughs. “Thank you Captain, you may 
  leave” he says to the legionnaire behind you. 
   
  “So, you made it here. Excellent. Time for 
  your choice then – do you want a chance to 
  stop Baren or Grolk? 
   
  Hopefully the characters ask a few questions, 
  though some might decide to just attack at this 
  point. Sample questions and answers are 
  provided 
  first, 
  followed 
  by 
  tactics 
  and 
  development if the Consol is attacked. 
   
   
  Questions & Answers 
   
  So you were behind this? 
  Not exactly, but I’ll be happy to take the 
  credit here. 
   
  Who are you? 
  Consol Anton Th’arkun, officer in the 
  Imperial Legions, most recently from Bet 
  Kalamar.  
   
  What did you mean by “a chance to stop” one of 
  the men? 
  I will provide you a chance to stop one of the 
  bands from carrying out their orders. I trust 
  you heard what they both have planned? 
   
  (If the characters have not heard, then the 
  information from Encounter Three is revealed) 
   
  Why are you doing this? 
  I am a loyal servant of the Emperor. He has 
  commanded that we welcome our wayward 
  sons back to the Empire. This plot is my 
  small way of "stirring the pot" between the 
  Prince and his generals. 
   
  You would send bands to murder helpless 
  women and children? 
  If that is what accomplishes my goals, then 
  yes. I must say though, that such decisions 
  are difficult for me, since I would not like to 
  see anyone suffer needlessly – especially 
  those who are not trained soldiers.  
   
   
   
  So is this the point where the evil villain reveals 
  all his dastardly plans? 
  Of course not! Civil discourse, however, is 
  rare to find, so I'll take it when I find it. 
   
  Kalamar just wants to enslave us! We'll fight 
  against the occupation until we die! 
  Kalamar only wants what is rightfully ours. 
  Our men fought and bled to build this 
  country, and in a moment of weakness, 
  vagabonds calling themselves rebels incited 
  a "revolution" to murder the soldiers that 
  once protected them.  
   
   
  … and Peace 
  Living Kingdoms of Kalamar 
  17
  
  Besides, it's not like life is better now under 
  the Prince. Nobles are still pampered and live 
  in luxury while commoners toil their lives 
  away. At least in Kalamar, every man has the 
  opportunity to raise their station. Not just a 
  few privileged heroes, but every man, no 
  matter his birth, can become as much as his 
  talent and determination allow.  
   
  How do you know Mitrick? 
  I only know the name, not the person who 
  used it.  
   
  How do you know the name?  
  Our agents passed it to me weeks ago when 
  they set up this charade. 
   
  What is this all about? 
  Games, my friends, just games.  
   
  Can you be more specific? 
  Pekal has their infamous Gray Legion, just 
  as we have the Imperial Intelligence Service. 
  We 
  joust 
  back 
  and 
  forth, 
  passing 
  information, disinformation, intelligence, and 
  counter-intelligence. We know Pekal has 
  agents inside our palaces, and we wanted 
  them to know that we now have agents 
  inside theirs.  
   
  Why reveal your agents like this? 
  There is a certain code of honor among the 
  "thieves" in our business. Some of the Gray 
  Legion have been taking steps that we 
  consider to be overzealous. This is our way 
  of telling them to behave.  
   
  We can deliver a message, there isn't any 
  reason to kill people over it! 
  Respectfully, I disagree. You would tell them, 
  and they would nod solemnly and swear that 
  they would look into it. They would then 
  promptly forget about the warning after you 
  left the office.  
   
  You know the mercenary camps both hate each 
  other, right? 
  It is of no concern, as long as they do what I 
  tell them, their opinions are no matter. 
   
  They are both planning to attack the other one, 
  aren't you worried that they might ignore your 
  orders? 
  No. While they may hate each other, as long 
  as I'm here, I have the power of Kalamar 
  behind me. They would not dare to move 
  against one another without my approval. 
   
  You seem like an important person. 
  Not really. I was honored enough to receive 
  these orders, and I only wish to serve my 
  Emperor.  
   
  Answer other questions as necessary. Th’arkun 
  is a polite person, though he is also somewhat 
  difficult if discussions regarding politics and/or 
  philosophy come into play. He is intended to be 
  the embodiment of Lawful Neutral – one who 
  follows orders without regard to the specifics or 
  implications of his actions. 
   
  While Consol Th’arkun enjoys playing with the 
  characters, he does not allow them to stall 
  forever. Eventually they have to decide on a 
  course of action. They receive a night to rest, 
  and are scheduled to leave the following 
  morning 
  with 
  their 
  intended 
  target. 
  The 
  characters are also advised to not return to the 
  mercenary camp, or they will be captured and 
  killed. 
   
  Four outcomes have been presented here, 
  though resourceful groups may choose another 
  solution.  
   
   
  Option A 
  This choice involves attacking Captain Baren 
  and his mercenaries to ensure the war is not 
  prolonged. This choice saves hundreds of 
  soldiers, but civilians end up dying in droves to 
  Grolk’s berserkers. 
   
  If this option is selected the combat happens 
  during a scouting mission where Baren and his 
  leaders are out of the camp. The characters are 
  assigned to accompany him by Consol Th’arkun. 
  They may then attack Baren and his men at any 
  time during the day-long journey.  
   
  The location for the combat is an area with 
  trees, shrubs, small rocks, and maybe a hill or 
  two.  
   
  Discussions with Baren and his men go for 
  naught. They are unwilling to negotiate with the 
  characters since while they are pretending to be 
  traitors, they are all loyal subjects of Tokis. 
   
  Depending on circumstances, characters may 
  get a surprise round to attack. 
   
  … and Peace 
  Living Kingdoms of Kalamar 
  18
  
   
   
  ATL 1 (EL 4) 
  Mercenary (Baren) Ftr1 x2 
  Mercenary Captain Baren Ftr2 
   
  ATL 3 (EL 6) 
  Mercenary (Baren) Ftr1 x4 
  Mercenary Captain Baren Ftr3 
   
  ATL 5 (EL 8) 
  Mercenary (Baren) Ftr3 x4 
  Mercenary Captain Baren Ftr5 
   
  ATL 7 (EL 10) 
  Mercenary (Baren) Ftr5 x4 
  Mercenary Captain Baren Ftr7 
   
  ATL 9 (EL 12) 
  Mercenary (Baren) Ftr7 x4 
  Mercenary Captain Baren Ftr9 
   
   
  Option B 
  This choice allows the characters an option to 
  attack Grolk and his leaders. Success in this 
  option saves many civilians, but many soldiers 
  die to Baren’s men, and the war is likely 
  prolonged due to the newly established siege in 
  north Pekal. 
   
  If this option is selected the combat happens 
  during a scouting mission where Grolk and his 
  leaders are out of the camp. The characters are 
  assigned to accompany him by Consol Th’arkun. 
  They may then attack Grolk and his men at any 
  time during the day-long journey. 
   
  The location for the combat is an area with 
  trees, shrubs, small rocks, and maybe a hill or 
  two. 
   
  Discussions with Grolk are useless. The judge 
  should try to make it obvious he is a psychopath 
  who only cares about killing as many people as 
  possible. He is a bloodthirsty maniac and readily 
  agrees to betray anybody (including Consol 
  Th’arkun) at the first opportunity. As soon as he 
  gets a chance, however, he attacks the 
  characters.  
   
  Depending on circumstances, characters may 
  get a surprise round to attack. 
   
   
  ATL 1 (EL 4) 
  Mercenary (Grolk) Ftr1 x2 
  Mercenary Captain Grolk Ftr2 
   
  ATL 3 (EL 6) 
  Mercenary (Grolk) Ftr1 x4 
  Mercenary Captain Grolk Ftr3 
   
  ATL 5 (EL 8) 
  Mercenary (Grolk) Ftr3 x4 
  Mercenary Captain Grolk Ftr5 
   
  ATL 7 (EL 10) 
  Mercenary (Grolk) Ftr5 x4 
  Mercenary Captain Grolk Ftr7 
   
  ATL 9 (EL 12) 
  Mercenary (Grolk) Ftr7 x4 
  Mercenary Captain Grolk Ftr9 
   
   
  Option C 
  This choice is not overtly presented to the 
  characters, but may become clear during 
  discussions. Some may determine that killing 
  Consol Th’arkun is the surest way to prevent 
  loss of life. 
   
  This can happen if the characters just take it 
  upon themselves to attack the Consol, or if they 
  attempt to speak with Baren and/or Grolk. Both 
  leaders agree to let the characters leave 
  unharmed if the Consol dies – they do not admit 
  it, but they are more concerned with destroying 
  the other one if the Consol is out of the picture. 
   
  The actual combat time and location is up to the 
  characters, but it may happen inside the 
  Consol’s tent. He has several guards around, 
  but they usually stand at attention outside the 
  main doorway.  
   
  If the characters attack the Consol, further 
  discussions are useless as he orders the 
  Legionnaires to kill them. If characters are 
  interested, 
  these 
  Legionnaires 
  are 
  almost 
  identical to the ones that attacked Baneta, 
  though their lips are not sewn together. 
   
  Depending on circumstances, characters may 
  get a surprise round to attack. 
   
  If the characters manage to kill the Consol, both 
  Grolk and Baren immediately order attacks on 
  each other. The characters can escape through 
  the chaos of the resulting battle.  
   
  … and Peace 
  Living Kingdoms of Kalamar 
  19
  
   
  This option actually prevents loss of life to both 
  the civilians and the soldiers, as the mercenary 
  armies begin fighting each other. It is also, in the 
  long run, best for Pekal, as a Kalamaran plot 
  has been undermined. 
   
  ATL 1 (EL 4) 
  Legionnaire Ftr1 x2 
  Consol Anton Th’arkun Ftr2 
   
  ATL 3 (EL 6) 
  Legionnaire Ftr1 x4 
  Consol Anton Th’arkun Ftr3 
   
  ATL 5 (EL 8) 
  Legionnaire Ftr3 x4 
  Consol Anton Th’arkun Ftr5 
   
  ATL 7 (EL 10) 
  Legionnaire Ftr5 x4 
  Consol Anton Th’arkun Ftr7 
   
  ATL 9 (EL 12) 
  Legionnaire Ftr7 x4 
  Consol Anton Th’arkun Ftr9 
   
  Option D 
  This option is for the characters to try and 
  escape during the evening 
   
   
  Conclusion 
   
  Ask the characters what, if anything, they are 
  going to report in the church (as Toren 
  requested so they could be paid). 
   
  The conclusions below assume the characters 
  have submitted some information. 
   
   
  Option A 
  Several days after you visited the church, a 
  small pouch is delivered to your room. It 
  contains a large number of coins, as well as 
  a handwritten note.  
   
  “We wanted to thank you for your recent 
  efforts in preventing the war from lasting 
  beyond our capacity to defend Pekal. We, 
  like you, mourn the loss of so many loyal 
  civilians. Take heart in knowing that we will 
  not rest until their deaths have been 
  avenged, and Kalamar has been driven from 
  our homes. 
   
  Rest assured that steps are being taken to 
  prevent the same kind of situation that 
  recently occurred. 
   
  Regards, 
  Royal General Staff” 
   
   
  Option B 
  Several days after you visited the church, a 
  small pouch is delivered to your room. It 
  contains a large number of coins, as well as 
  a handwritten note.  
   
  “We wanted to thank you for your recent 
  efforts in defending our loyal citizens. We, 
  like you, mourn the loss of so many loyal 
  soldiers. Take heart in knowing that they 
  died defending the country that we all love, 
  and 
  their 
  sacrifice 
  shall 
  always 
  be 
  remembered. 
   
  Rest assured that steps are being taken to 
  prevent the same kind of situation that 
  recently occurred. 
   
  Regards, 
  Prince Kafen” 
   
   
  Option C 
  Several days after you visited the church, a 
  small pouch is delivered to your room. It 
  contains a large number of coins, as well as 
  a handwritten note. 
   
  “We wanted to thank you for your recent 
  efforts in defending Pekal. Though many of 
  our efforts are often times misunderstood, 
  and frequently happen without notice, those 
  in the special services take pride in our work.  
   
  It was very disheartening to discover the 
  actual events surrounding this situation, but 
  know that steps are being taken to prevent 
  the same kind of situation that recently 
  occurred. 
   
  Regards, 
  Black and White” 
   
   
  Option D 
  Several days after you visited the church, a 
  small pouch is delivered to your room. It 
   
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  Living Kingdoms of Kalamar 
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  contains a small number of coins, as well as 
  a handwritten note. 
   
  “Your recent efforts were appreciated. We 
  placed you in a difficult situation, and 
  understand the actions you took. Please 
  accept this as a token of gratitude for your 
  time.” 
   
  … and Peace 
  Living Kingdoms of Kalamar 
  21
  
  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 
   
  Characters who select and defeat Option A, B, or C 
  250 xp 
  500 xp  
  750 xp 
  or 
  Characters who select Option D or other unlisted 
  150 xp 
  300 xp  
  450 xp 
   
  Discretionary Experience for Role Playing 
  250 xp 
  500 xp  
  750 xp 
  Total Possible: 
  500 xp 
  1000 xp  
  1500 xp 
   
   
  TREASURE 
  ATL 1 
  Encounter Three - 60 gp (30 gp from Toren, 30 gp from Werrin) 
  Conclusion 
  Option A, B, C – 60 gp 
  Option D, other – 30 gp 
  Total Possible: 120 gp each 
  Equipment: Any equipment listed for enemies fought during Encounter Five may be taken as treasure. 
   
  ATL 3 
  Encounter Three - 60 gp (30 gp from Toren, 30 gp from Werrin) 
  Conclusion 
  Option A, B, C – 180 gp 
  Option D, other – 90 gp 
  Total Possible: 240 gp each 
  Equipment: Any equipment listed for enemies fought during Encounter Five may be taken as treasure. 
   
  ATL 5 
  Encounter Three - 60 gp (30 gp from Toren, 30 gp from Werrin) 
  Conclusion 
  Option A, B, C – 300 gp 
  Option D, other – 150 gp 
  Total Possible: 360 gp each 
  Equipment: Any equipment listed for enemies fought during Encounter Five may be taken as treasure. 
   
  ATL 7 
  Encounter Three - 60 gp (30 gp from Toren, 30 gp from Werrin) 
  Conclusion 
  Option A, B, C – 420 gp 
  Option D, other – 210 gp 
  Total Possible: 480 gp 
  Equipment: Any equipment listed for enemies fought during Encounter Five may be taken as treasure. 
   
   
   
   
   
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  ATL 9 
  Encounter Three - 60 gp (30 gp from Toren, 30 gp from Werrin) 
  Conclusion 
  Option A, B, C – 540 gp 
  Option D, other – 270 gp 
  Total Possible: 600 gp each 
  Equipment: Any equipment listed for enemies fought during Encounter Five may be taken as treasure. 
   
   
  Characters who complete Option A gain the favor of the Pekalese military. Those who complete Option B 
  receive the favor of the Prince. Those who complete Option C receive the favor of the Gray Legion. 
   
   
   
  The campaign directors ask you, the judge, to mark down which Conclusion the PCs receive (either A, B, 
  C, or D) and have you or your Senior DM email the campaign staff with this information at 
  alana.joli@kenzerco.com with “…and Peace Conclusion Results” in the subject line.  Please respond 
  no later than December 31st, 2006.
   
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  Living Kingdoms of Kalamar 
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  Appendix I: NPCs and Monsters 
   
   
  ATL 1 
   
  Mercenary Ftr1  
   
  CR 1 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 13 (+2 armor, +1 Dex), touch 11, flat-footed 13 
  Hp 8 (HD 1d10+2)  
  Saves Fort +4, Ref +0, Will +0 
  ____________________________ 
  Spd 20 ft. 
  Melee Club +4 (1d6+1/20 x2) 
  Full Melee Club +4 (1d6+1/20 x2) 
  Base Atk +1 
  Grapple +2 
  ____________________________ 
  Abilities Str 12, Dex 12, Con 14, Int 10, Wis 10, Cha 11 
  Feats Cleave, dodge, power attack, combat expertise 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Climb +4, Jump +4, Knowledge (military tactics) +3, Listen +3, Spot +3 
   
  Possessions Leather armor, club 
   
   
  ATL 3 
   
  Mercenary Ftr2  
   
  CR 2 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 13 (+2 armor, +1 Dex), touch 11, flat-footed 13 
  Hp 16 (HD 2d10+4)  
  Saves Fort +5, Ref +0, Will +0 
  ____________________________ 
  Spd 20 ft. 
  Melee Club +5 (1d6+1/20 x2) 
  Full Melee Club +5 (1d6+1/20 x2) 
  Base Atk +2 
  Grapple +3 
  ____________________________ 
  Abilities Str 12, Dex 12, Con 14, Int 10, Wis 10, Cha 11 
  Feats Cleave, dodge, power attack, combat expertise 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Climb +5, Jump +5, Knowledge (military tactics) +3, Listen +3, Spot +3 
   
  Possessions Leather armor, club 
   
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  Appendix I: NPCs and Monsters 
   
   
  ATL 5 
   
  Mercenary Ftr3  
   
  CR 3 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 13 (+2 armor, +1 Dex), touch 11, flat-footed 13 
  Hp 24 (HD 3d10+6)  
  Saves Fort +5, Ref +1, Will +1 
  ____________________________ 
  Spd 20 ft. 
  Melee Club +4 (1d6+1/20 x2) 
  Full Melee Club +4 (1d6+1/20 x2) 
  Base Atk +3 
  Grapple +4 
  ____________________________ 
  Abilities Str 12, Dex 12, Con 14, Int 10, Wis 10, Cha 11 
  Feats Cleave, dodge, power attack, combat expertise 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Climb +5, Jump +5, Knowledge (military tactics) +4, Listen +4, Spot +3 
   
  Possessions Leather armor, club 
   
   
  ATL 7 
   
  Mercenary Ftr5  
   
  CR 5 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 13 (+2 armor, +1 Dex), touch 11, flat-footed 13 
  Hp 40 (HD 5d10+10)  
  Saves Fort +6, Ref +1, Will +1 
  ____________________________ 
  Spd 20 ft. 
  Melee Club +6 (1d6+1/20 x2) 
  Full Melee Club +6 (1d6+1/20 x2) 
  Base Atk +5 
  Grapple +6 
  ____________________________ 
  Abilities Str 12, Dex 12, Con 14, Int 10, Wis 10, Cha 11 
  Feats Cleave, dodge, power attack, combat expertise 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Climb +6, Jump +6, Knowledge (military tactics) +4, Listen +4, Spot +4 
   
  Possessions Leather armor, club 
   
   
   
   
   
   
   
   
   
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  Appendix I: NPCs and Monsters 
   
   
  ATL 9 
   
  Mercenary Ftr7  
   
  CR 7 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 13 (+2 armor, +1 Dex), touch 11, flat-footed 13 
  Hp 56 (HD 7d10+14)  
  Saves Fort +6, Ref +1, Will +1 
  ____________________________ 
  Spd 30 ft. 
  Melee Club +6 (1d6+1/20 x2) 
  Full Melee Club +6 (1d6+1/20 x2) 
  Base Atk +7 
  Grapple +8 
  ____________________________ 
  Abilities Str 12, Dex 12, Con 14, Int 10, Wis 10, Cha 11 
  Feats Cleave, dodge, power attack, combat expertise 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Climb +7, Jump +7, Knowledge (military tactics) +5, Listen +4, Spot +4 
   
  Possessions Leather armor, club 
   
   
   
   
   
   
   
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  Appendix I: NPCs and Monsters 
   
   
  Tactics 
   
  Captain Baren 
  Baren and most of his mercenaries formerly served as Tokis soldiers. Many of them were branded traitors 
  for disobeying orders in a battle north of Crenholm. Though several were sentenced to death, the 
  Kalamar Imperial Intelligence Service offered them a chance to win a pardon for their crimes.  
   
  Though Baren hates Kalamar, and has developed a hatred of Tokis (since being convincted), he is very 
  dedicated to upholding his end of the bargain to make sure his men get a chance to escape the death 
  penalty.  
   
  Baren ususally fights behind his men, frequently directing their efforts. The soldiers under him usually try 
  to win one side of the battle first, meaning that they usually either attack the left or right side of the 
  battlefield. They do not usually have a preference for specific enemies (i.e. they do not look to attack 
  wizards before fighters, or vice-versa), though if a character manages lots of damage in a short time, 
  he/she should become a target asap.  
   
  While the soldiers advance on a flank, Baren usually holds back and ensures that enemies do not circle 
  around behind his men.  
   
   
  Grolk 
  The half-orc's strategy is basic and savage, as belies his nature. He leads his men into battle, always 
  charging the closest foe. His followers quickly advance with him, attacking his target if possible. These 
  soldiers always try to gang up on a foe, dropping one before moving on. Once an enemy drops, they 
  move to the next closest target.  
   
  Grolk enjoys attacking the biggest and strongest opponents first, hoping that by dropping their most 
  powerful warrior will cause panic and doubt to spread among his foes. 
   
   
  Consol Anto Th'urkay 
  The legionnaires serving under Consol Th'urkay are trained to fight in teams, and rarely leave an ally 
  undefended. They attempt to fight in a small group whenever possible, spreading out to take advantage 
  of flanks as they appear. Only two move to flank, while others then protect their vulnerable sides. This 
  allows the legionnaires to use their abilities to their highest potential, while at the same time ensuring that 
  they all stay alive.  
   
  These legionnaires also move to support Consol Th'urkay if and when he is separated from them, even if 
  doing so provokes Attacks of Opportunity. He is their commander and they have sworn oaths to defend 
  him with their life if possible.  
   
   
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  Appendix I: NPCs and Monsters 
   
  ATL 1 
  Option A – Captain Baren 
   
  Mercenary (Baren) Ftr1  
   
  CR 1 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18 
  Hp 8 (HD 1d10+2)  
  Saves Fort +4, Ref +0, Will +0 
  ____________________________ 
  Spd 20 ft. 
  Melee Scimitar +4 (1d6+2/18-20 x2) or dagger +3 (1d4+2/19-20 x2) or light crossbow +1 (1d8/19-20 x2) 
  Full Melee Scimitar +4 (1d6+2/18-20 x2) or dagger +3 (1d4+2/19-20 x2) or light crossbow +1 (1d8/19-20 
  x2) 
  Base Atk +1 
  Grapple +3 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 11 
  Feats Power attack, shield specialization, weapon focus (scimitar) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +3, Knowledge (military tactics) +3, Listen +3, Spot +3 
   
  Possessions Breastplate, light metal shield, scimitar, light crossbow, 10 bolts, dagger 
   
  Mercenary Captain Baren Ftr2  
   
  CR 2 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 21 (+8 armor, +3 shield), touch 10, flat-footed 21 
  Hp 16 (HD 2d10+4)  
  Saves Fort +5, Ref +0, Will +0 
  ____________________________ 
  Spd 20 ft. 
  Melee Longsword +5 (1d8+2/19-20 x2) or dagger +4 (1d4+2/19-20 x2) or light crossbow +2 (1d8/19-20 
  x2) 
  Full Melee Longsword +5 (1d8+2/19-20 x2) or dagger +4 (1d4+2/19-20 x2) or light crossbow +2 (1d8/19-
  20 x2) 
  Base Atk +2 
  Grapple +4 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 11 
  Feats Combat expertise, power attack, shield specialization, weapon focus (longsword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +4, Knowledge (military tactics) +4, Listen +3, Spot +3 
   
  Possessions Full plate, light metal shield, longsword x2, light crossbow, 10 bolts, dagger 
   
   
   
   
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  Appendix I: NPCs and Monsters 
   
  ATL 1 
  Option B – Grolk 
   
  Mercenary (Grolk) Ftr1  
   
  CR 1 
  LN Medium Humanoid (Half-Orc, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 15 (+5 armor), touch 10, flat-footed 15 
  Hp 8 (HD 1d10+2)  
  Saves Fort +4, Ref +0, Will +0 
  ____________________________ 
  Spd 20 ft. 
  Melee Bastard sword +4 (1d10+3/19-20 x2) or dagger +3 (1d4+2/19-20 x2) 
  Full Melee Bastard sword +4 (1d10+3/19-20 x2) or dagger +3 (1d4+2/19-20 x2) 
  Base Atk +1 
  Grapple +3 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 11 
  Feats Power attack, weapon focus (bastard sword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +3, Knowledge (military tactics) +3, Listen +3, Spot +3 
   
  Possessions Breastplate, bastard sword, dagger 
   
  Mercenary Captain Grolk Ftr2   
  CR 2 
  LN Medium Humanoid (Half-Orc, Kalamar) 
  Initiative +3 
  ____________________________ 
  AC 16 (+3 studded leather armor, +3 Dex) 13 touch, 13 flat-footed 
  Hp 16 (HD 2d10+4)  
  Saves Fort +5, Ref +0, Will +0 
  ____________________________ 
  Spd 20 ft. 
  Melee Two-handed sword +5 (2d6+3/19-20 x2) or spiked gauntlet +4 (1d4+2/ 20 x2) 
  Full Melee Two-handed sword +5 (2d6+3/19-20 x2) or spiked gauntlet +4 (1d4+2/ 20 x2) 
  Base Atk +2 
  Grapple +4 
  ____________________________ 
  Abilities Str 14, Dex 16, Con 14, Int 8, Wis 10, Cha 11 
  Feats Dodge, power attack, weapon focus (two-handed sword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +3, Knowledge (military tactics) +2, Listen +1, Spot +1 
   
  Possessions Studded leather armor, two-handed sword, spiked gauntlet x2 
   
   
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  Appendix I: NPCs and Monsters 
   
  ATL 1 
  Option C – Consol Th'arkun 
   
  Legionnaire (Th'arkun) Ftr1  
   
  CR 1 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18 
  Hp 8 (HD 1d10+2)  
  Saves Fort +4, Ref +0, Will +0 
  ____________________________ 
  Spd 20 ft. 
  Melee Gasum +4 melee (1d8+2; 20/x2) or tak’livek +3 melee (1d4+2;19-20/x2) or thin pilum +1 ranged 
  (1d6+2; x3) 
  Full Melee Gasum +4 melee (1d8+2; 20/x2) or tak’livek +3 melee (1d4+2;19-20/x2) or thin pilum +1 
  ranged (1d6+2; x3) 
  Base Atk +1 
  Grapple +3 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 11 
  Feats Power attack, shield specialization, weapon focus (gasum) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +3, Knowledge (military tactics) +3, Listen +3, Spot +3 
   
  Possessions Breastplate, light metal shield, gasum (spear), tak'livek (dagger), thin pilum (javelin) x3  
   
  Consol Anton Th'arkun Ftr2   
  CR 1 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +4 
  ____________________________ 
  AC 21 (+8 armor, +3 shield), touch 10, flat-footed 21 
  Hp 16 (HD 2d10+4)  
  Saves Fort +5, Ref +0, Will +0 
  ____________________________ 
  Spd 20 ft. 
  Melee Short sword +4 (1d6+2/19-20 x2) or tak'livek +4 (1d4+2/19-20 x2)  
  Full Melee Short sword +4 (1d6+2/19-20 x2) or tak'livek +4 (1d4+2/19-20 x2) 
  Base Atk +2 
  Grapple +4 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 12, Cha 14 
  Feats Combat expertise, improved initiative, shield specialization, weapon focus (short sword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +4, Knowledge (military tactics) +4, Listen +3, Spot +3 
   
  Possessions Full plate, light metal shield, short sword x2, tak'livek (dagger) 
   
   
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  Appendix I: NPCs and Monsters 
  ATL 3 
  Option A – Captain Baren 
   
  Mercenary (Baren) Ftr1  
   
  CR 1 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18 
  Hp 8 (HD 1d10+2)  
  Saves Fort +4, Ref +0, Will +0 
  ____________________________ 
  Spd 20 ft. 
  Melee Scimitar +4 (1d6+2/18-20 x2) or dagger +3 (1d4+2/19-20 x2) or light crossbow +1 (1d8/19-20 x2) 
  Full Melee Scimitar +4 (1d6+2/18-20 x2) or dagger +3 (1d4+2/19-20 x2) or light crossbow +1 (1d8/19-20 
  x2) 
  Base Atk +1 
  Grapple +3 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 11 
  Feats Power attack, shield specialization, weapon focus (scimitar) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +3, Knowledge (military tactics) +3, Listen +3, Spot +3 
   
  Possessions Breastplate, light metal shield, scimitar, light crossbow, 10 bolts, dagger 
   
  Mercenary Captain Baren Ftr3  
   
  CR 3 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +4 
  ____________________________ 
  AC 21 (+8 armor, +3 shield), touch 10, flat-footed 21 
  Hp 24 (HD 3d10+6)  
  Saves Fort +5, Ref +1, Will +1 
  ____________________________ 
  Spd 20 ft. 
  Melee Longsword +6 (1d8+2/19-20 x2) or dagger +5 (1d4+2/19-20 x2) or light crossbow +3 (1d8/19-20 
  x2) 
  Full Melee Longsword +6 (1d8+2/19-20 x2) or dagger +5 (1d4+2/19-20 x2) or light crossbow +3 (1d8/19-
  20 x2) 
  Base Atk +3 
  Grapple +5 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 11 
  Feats Combat expertise, improved initiative, power attack, shield specialization, weapon focus 
  (longsword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +5, Knowledge (military tactics) +5, Listen +3, Spot +3 
   
  Possessions Full plate, light metal shield, longsword x2, light crossbow, 10 bolts, dagger 
   
   
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  Appendix I: NPCs and Monsters 
  ATL 3 
  Option B – Grolk 
   
  Mercenary (Grolk) Ftr1  
   
  CR 1 
  LN Medium Humanoid (Half-Orc, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 15 (+5 armor), touch 10, flat-footed 15 
  Hp 8 (HD 1d10+2)  
  Saves Fort +4, Ref +0, Will +0 
  ____________________________ 
  Spd 20 ft. 
  Melee Bastard sword +4 (1d10+3/19-20 x2) or dagger +3 (1d4+2/19-20 x2) 
  Full Melee Bastard sword +4 (1d10+3/19-20 x2) or dagger +3 (1d4+2/19-20 x2) 
  Base Atk +1 
  Grapple +3 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 11 
  Feats Power attack, weapon focus (bastard sword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +3, Knowledge (military tactics) +3, Listen +3, Spot +3 
   
  Possessions Breastplate, bastard sword, dagger 
   
   
  Mercenary Captain Grolk Ftr3   
  CR 3 
  LN Medium Humanoid (Half-Orc, Kalamar) 
  Initiative +7 
  ____________________________ 
  AC 16 (+3 studded leather armor, +3 Dex) 13 touch, 13 flat-footed 
  Hp 24 (HD 3d10+6)  
  Saves Fort +5, Ref +1, Will +1 
  ____________________________ 
  Spd 20 ft. 
  Melee Two-handed sword +6 (2d6+3/19-20 x2) or spiked gauntlet +5 (1d4+2/ 20 x2) 
  Full Melee Two-handed sword +6 (2d6+3/19-20 x2) or spiked gauntlet +5 (1d4+2/ 20 x2) 
  Base Atk +3 
  Grapple +5 
  ____________________________ 
  Abilities Str 14, Dex 16, Con 14, Int 8, Wis 10, Cha 11 
  Feats Dodge, improved initiative, power attack, weapon focus (two-handed sword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +3, Knowledge (military tactics) +2, Listen +1, Spot +1 
   
  Possessions Studded leather armor, two-handed sword, spiked gauntlet x2 
   
   
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  Appendix I: NPCs and Monsters 
   
  ATL 3 
  Option C – Consol Th'arkun 
   
  Legionnaire (Th'arkun) Ftr1  
   
  CR 1 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18 
  Hp 8 (HD 1d10+2)  
  Saves Fort +4, Ref +0, Will +0 
  ____________________________ 
  Spd 20 ft. 
  Melee Gasum +4 melee (1d8+2; 20/x2) or tak’livek +3 melee (1d4+2;19-20/x2) or thin pilum +1 ranged 
  (1d6+2; x3) 
  Full Melee Gasum +4 melee (1d8+2; 20/x2) or tak’livek +3 melee (1d4+2;19-20/x2) or thin pilum +1 
  ranged (1d6+2; x3) 
  Base Atk +1 
  Grapple +3 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 11 
  Feats Power attack, shield specialization, weapon focus (gasum) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +3, Knowledge (military tactics) +3, Listen +3, Spot +3 
   
  Possessions Breastplate, light metal shield, gasum (spear), tak'livek (dagger), thin pilum (javelin) x3  
   
  Consol Anton Th'arkun Ftr3   
  CR 3 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +4 
  ____________________________ 
  AC 21 (+8 armor, +3 shield), touch 10, flat-footed 21 
  Hp 24 (HD 3d10+4)  
  Saves Fort +5, Ref +0, Will +0 
  ____________________________ 
  Spd 20 ft. 
  Melee Short sword +4 (1d6+2/19-20 x2) or tak'livek +4 (1d4+2/19-20 x2)  
  Full Melee Short sword +4 (1d6+2/19-20 x2) or tak'livek +4 (1d4+2/19-20 x2) 
  Base Atk +2 
  Grapple +4 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 12, Cha 14 
  Feats Combat expertise, improved disarm, improved initiative, shield specialization, weapon focus (short 
  sword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +4, Knowledge (military tactics) +4, Listen +3, Spot +3 
   
  Possessions Full plate, light metal shield, short sword x2, tak'livek (dagger) 
   
   
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  Appendix I: NPCs and Monsters 
  ATL 5 
  Option A – Captain Baren 
   
  Mercenary (Baren) Ftr3  
   
  CR 3 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18 
  Hp 24 (HD 3d10+6)  
  Saves Fort +5, Ref +1, Will +1 
  ____________________________ 
  Spd 20 ft. 
  Melee Scimitar +6 (1d6+2/18-20 x2) or dagger +5 (1d4+2/19-20 x2) or light crossbow +3 (1d8/19-20 x2) 
  Full Melee Scimitar +6 (1d6+2/18-20 x2) or dagger +5 (1d4+2/19-20 x2) or light crossbow +3 (1d8/19-20 
  x2) 
  Base Atk +3 
  Grapple +5 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 11 
  Feats Combat expertise, improved initiative, power attack, shield specialization, weapon focus (scimitar) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +3, Knowledge (military tactics) +3, Listen +4, Spot +4 
   
  Possessions Breastplate, light metal shield, scimitar, light crossbow, 10 bolts, dagger 
   
  Mercenary Captain Baren Ftr5  
   
  CR 5 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +4 
  ____________________________ 
  AC 21 (+8 armor, +3 shield), touch 10, flat-footed 21 
  Hp 40 (HD 5d10+10)  
  Saves Fort +6, Ref +1, Will +1 
  ____________________________ 
  Spd 20 ft. 
  Melee Longsword +8 (1d8+4/19-20 x2) or dagger +7 (1d4+4/19-20 x2) or light crossbow +5 (1d8/19-20 
  x2) 
  Full Melee Longsword +8 (1d8+4/19-20 x2) or dagger +7 (1d4+4/19-20 x2) or light crossbow +5 (1d8/19-
  20 x2) 
  Base Atk +5 
  Grapple +7 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 15, Int 10, Wis 10, Cha 11 
  Feats Combat Expertise, improved initiative, power attack, shield specialization, weapon focus 
  (longsword), weapon specialization (longsword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +7, Knowledge (military tactics) +5, Listen +4, Spot +4 
   
  Possessions Full plate, light metal shield, longsword x2, light crossbow, 10 bolts, dagger 
   
   
  … and Peace 
  Living Kingdoms of Kalamar 
  34
  
  Appendix I: NPCs and Monsters 
   
  ATL 5 
  Option B – Grolk 
   
  Mercenary (Grolk) Ftr3  
   
  CR 3 
  LN Medium Humanoid (Half-Orc, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 15 (+5 armor), touch 10, flat-footed 15 
  Hp 24 (HD 3d10+6)  
  Saves Fort +5, Ref +1, Will +1 
  ____________________________ 
  Spd 20 ft. 
  Melee Bastard sword +6 (1d10+3/19-20 x2) or dagger +4 (1d4+2/19-20 x2) 
  Full Melee Bastard sword +6 (1d10+3/19-20 x2) or dagger +4 (1d4+2/19-20 x2) 
  Base Atk +3 
  Grapple +5 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 11 
  Feats Cleave, exotic weapon proficiency (bastard sword), power attack, weapon focus (bastard sword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +4, Knowledge (military tactics) +4, Intimidate +6 
   
  Possessions Breastplate, bastard sword, dagger 
   
  Mercenary Captain Grolk Ftr5   
  CR 5 
  LN Medium Humanoid (Half-Orc, Kalamar) 
  Initiative +3 
  ____________________________ 
  AC 16 (+3 studded leather armor, +3 Dex) 13 touch, 13 flat-footed 
  Hp 40 (HD 5d10+10)  
  Saves Fort +6, Ref +1, Will +1 
  ____________________________ 
  Spd 20 ft. 
  Melee Two-handed sword +8 (2d6+5/19-20 x2) or spiked gauntlet +7 (1d4+2/ 20 x2) 
  Full Melee Two-handed sword +8 (2d6+5/19-20 x2) or spiked gauntlet +7 (1d4+2/ 20 x2) 
  Base Atk +5 
  Grapple +7 
  ____________________________ 
  Abilities Str 15, Dex 16, Con 14, Int 8, Wis 10, Cha 11 
  Feats Cleave, dodge, improved initiative, power attack, weapon focus (two-handed sword), weapon 
  specialization (two-handed sword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +3, Knowledge (military tactics) +2, Intimidate +7, Listen +1, Spot +1 
   
  Possessions Studded leather armor, two-handed sword, spiked gauntlet x2 
   
   
  … and Peace 
  Living Kingdoms of Kalamar 
  35
  
  Appendix I: NPCs and Monsters 
   
  ATL 5 
  Option C – Consol Th'arkun 
   
  Legionnaire (Th'arkun) Ftr3  
   
  CR 3 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18 
  Hp 24 (HD 3d10+6)  
  Saves Fort +5, Ref +1, Will +1 
  ____________________________ 
  Spd 20 ft. 
  Melee Gasum +6 melee (1d8+2; 20/x2) or tak’livek +5 melee (1d4+2;19-20/x2) or thin pilum +3 ranged 
  (1d6+2; x3) 
  Full Melee Gasum +6 melee (1d8+2; 20/x2) or tak’livek +5 melee (1d4+2;19-20/x2) or thin pilum +3 
  ranged (1d6+2; x3) 
  Base Atk +3 
  Grapple +5 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 11 
  Feats Blinding shield, cleave, power attack, shield specialization, weapon focus (gasum) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +5, Knowledge (military tactics) +5, Listen +3, Spot +4 
   
  Possessions Breastplate, light metal shield, gasum (spear), tak'livek (dagger), thin pilum (javelin) x3  
   
  Consol Anton Th'arkun Ftr5   
  CR 5 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +4 
  ____________________________ 
  AC 21 (+8 armor, +3 shield), touch 10, flat-footed 21 
  Hp 40 (HD 5d10+10)  
  Saves Fort +6, Ref +1, Will +1 
  ____________________________ 
  Spd 20 ft. 
  Melee Short sword +8 (1d6+4/19-20 x2) or tak'livek +6 (1d4+2/19-20 x2)  
  Full Melee Short sword +8 (1d6+4/19-20 x2) or tak'livek +6 (1d4+2/19-20 x2) 
  Base Atk +5 
  Grapple +7 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 15, Int 10, Wis 12, Cha 14 
  Feats Combat expertise, improved disarm, improved initiative, shield specialization, weapon focus (short 
  sword), weapon specialization (short sword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Diplomacy +6, Knowledge (art of war) +4, Knowledge (military tactics) +4, Listen +3, Spot +3 
   
  Possessions Full plate, light metal shield, short sword x2, tak'livek (dagger) 
   
   
  … and Peace 
  Living Kingdoms of Kalamar 
  36
  
  Appendix I: NPCs and Monsters 
  ATL 7 
  Option A – Captain Baren 
   
  Mercenary (Baren) Ftr5  
   
  CR 5 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +4 
  ____________________________ 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18 
  Hp 40 (HD 5d10+10)  
  Saves Fort +6, Ref +1, Will +1 
  ____________________________ 
  Spd 20 ft. 
  Melee Scimitar +8 (1d6+4/18-20 x2) or dagger +7 (1d4+2/19-20 x2) or light crossbow +5 (1d8/19-20 x2) 
  Full Melee Scimitar +8 (1d6+4/18-20 x2) or dagger +7 (1d4+2/19-20 x2) or light crossbow +5 (1d8/19-20 
  x2) 
  Base Atk +5 
  Grapple +7 
  ____________________________ 
  Abilities Str 15, Dex 10, Con 14, Int 10, Wis 10, Cha 11 
  Feats Combat expertise, improved initiative, power attack, shield specialization, weapon focus (scimitar), 
  weapon specialization (scimitar) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +4, Knowledge (military tactics) +4, Intimidate +3, Listen +4, Spot +4 
   
  Possessions Breastplate, light metal shield, scimitar, light crossbow, 10 bolts, dagger 
   
  Mercenary Captain Baren Ftr7  
   
  CR 7 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +4 
  ____________________________ 
  AC 21 (+8 armor, +3 shield), touch 10, flat-footed 21 
  Hp 52 (HD 7d10+14)  
  Saves Fort +7, Ref +2, Will +2 
  ____________________________ 
  Spd 20 ft. 
  Melee Longsword +10 (1d8+4/19-20 x2) or dagger +9 (1d4+4/19-20 x2) or light crossbow +7 (1d8/19-20 
  x2) 
  Full Melee Longsword +10/+5 (1d8+4/19-20 x2) or dagger +9/+4 (1d4+4/19-20 x2) or light crossbow +7 
  (1d8/19-20 x2) 
  Base Atk +7 
  Grapple +9 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 15, Int 10, Wis 10, Cha 11 
  Feats Cleave, combat expertise, dodge, improved initiative, power attack, shield specialization, weapon 
  focus (longsword), weapon specialization (longsword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +9, Knowledge (military tactics) +9, Listen +4, Spot +5 
   
  Possessions Masterwork full plate, masterwork light metal shield, longsword x2, light crossbow, 10 bolts, 
  dagger 
   
   
  … and Peace 
  Living Kingdoms of Kalamar 
  37
  
  Appendix I: NPCs and Monsters 
   
  ATL 7 
  Option B – Grolk 
   
  Mercenary (Grolk) Ftr5  
  CR 5 
  LN Medium Humanoid (Half-Orc, Kalamar) 
  Initiative +4 
  ____________________________ 
  AC 15 (+5 armor), touch 10, flat-footed 15 
  Hp 40 (HD 5d10+10)  
  Saves Fort +6, Ref +1, Will +1 
  ____________________________ 
  Spd 20 ft. 
  Melee Bastard sword +8 (1d10+5/19-20 x2) or dagger +7 (1d4+2/19-20 x2) 
  Full Melee Bastard sword +8 (1d10+5/19-20 x2) or dagger +7 (1d4+2/19-20 x2) 
  Base Atk +5 
  Grapple +7 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 11 
  Feats Cleave, exotic weapon proficiency (bastard sword), power attack, weapon focus (bastard sword), 
  weapon specialization (bastard sword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +4, Knowledge (military tactics) +5, Intimidate +7 
   
  Possessions Masterwork breastplate, bastard sword, dagger 
   
  Mercenary Captain Grolk Ftr7   
  CR 7 
  LN Medium Humanoid (Half-Orc, Kalamar) 
  Initiative +7 
  ____________________________ 
  AC 16 (+3 studded leather armor, +3 Dex) 13 touch, 13 flat-footed 
  Hp 56 (HD 7d10+14)  
  Saves Fort +7, Ref +2, Will +2 
  ____________________________ 
  Spd 20 ft. 
  Melee Two-handed sword +10 (2d6+5/19-20 x2) or spiked gauntlet +9 (1d4+2/ 20 x2) 
  Full Melee Two-handed sword +10/+5 (2d6+5/19-20 x2) or spiked gauntlet +9/+4 (1d4+2/ 20 x2) 
  Base Atk +7 
  Grapple +9 
  ____________________________ 
  Abilities Str 15, Dex 16, Con 14, Int 8, Wis 10, Cha 11 
  Feats Cleave, dodge, improved initiative, power attack, weapon focus (two-handed sword), weapon 
  specialization (two-handed sword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +4, Knowledge (military tactics) +3, Intimidate +9, Listen +1, Spot +1 
   
  Possessions Masterwork studded leather armor, masterwork two-handed sword, spiked gauntlet x2 
   
   
  … and Peace 
  Living Kingdoms of Kalamar 
  38
  
  Appendix I: NPCs and Monsters 
   
  ATL 7 
  Option C – Consol Th'arkun 
   
  Legionnaire (Th'arkun) Ftr5  
   
  CR 5 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18 
  Hp 40 (HD 5d10+10)  
  Saves Fort +6, Ref +1, Will +1 
  ____________________________ 
  Spd 20 ft. 
  Melee Gasum +8 melee (1d8+4; 20/x2) or tak’livek +7 melee (1d4+2;19-20/x2) or thin pilum +5 ranged 
  (1d6+2; x3) 
  Full Melee Gasum +8 melee (1d8+4; 20/x2) or tak’livek +7 melee (1d4+2;19-20/x2) or thin pilum +5 
  ranged (1d6+2; x3) 
  Base Atk +5 
  Grapple +5 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 15, Int 10, Wis 10, Cha 11 
  Feats Blinding shield, cleave, power attack, shield specialization, weapon focus (gasum), weapon 
  specialization (gasum) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +5, Knowledge (military tactics) +5, Listen +3, Spot +4 
   
  Possessions Breastplate, light metal shield, gasum (spear), tak'livek (dagger), thin pilum (javelin) x3  
   
  Consol Anton Th'arkun Ftr7   
  CR 7 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +4 
  ____________________________ 
  AC 21 (+8 armor, +3 shield), touch 10, flat-footed 21 
  Hp 58 (HD 7d10+14)  
  Saves Fort +7, Ref +2, Will +4 
  ____________________________ 
  Spd 20 ft. 
  Melee Short sword +10 (1d6+4/19-20 x2) or tak'livek +9 (1d4+2/19-20 x2)  
  Full Melee Short sword +10/+5 (1d6+4/19-20 x2) or tak'livek +9/+4 (1d4+2/19-20 x2) 
  Base Atk +7 
  Grapple +9 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 15, Int 10, Wis 12, Cha 14 
  Feats Combat expertise, dodge, improved disarm, improved initiative, iron will, shield specialization, 
  weapon focus (short sword), weapon specialization (short sword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Diplomacy +7, Knowledge (art of war) +5, Knowledge (military tactics) +4, Listen +4, Spot +3 
   
  Possessions Masterwork full plate, masterwork light metal shield, short sword x2, tak'livek (dagger) 
   
   
  … and Peace 
  Living Kingdoms of Kalamar 
  39
  
  Appendix I: NPCs and Monsters 
  ATL 9 
  Option A – Captain Baren 
   
  Mercenary (Baren) Ftr7  
   
  CR 7 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +4 
  ____________________________ 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18 
  Hp 58 (HD 7d10+14)  
  Saves Fort +7, Ref +2, Will +2 
  ____________________________ 
  Spd 20 ft. 
  Melee Scimitar +10 (1d6+4/18-20 x2) or dagger +9 (1d4+2/19-20 x2) or light crossbow +7 (1d8/19-20 x2) 
  Full Melee Scimitar +10 (1d6+4/18-20 x2) or dagger +9 (1d4+2/19-20 x2) or light crossbow +7 (1d8/19-
  20 x2) 
  Base Atk +7 
  Grapple +9 
  ____________________________ 
  Abilities Str 15, Dex 10, Con 14, Int 10, Wis 10, Cha 11 
  Feats Combat expertise, improved initiative, power attack, shield specialization, weapon focus (scimitar), 
  weapon specialization (scimitar) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +6, Knowledge (military tactics) +6, Intimidate +3, Listen +4, Spot +4 
   
  Possessions Breastplate, light metal shield, scimitar, light crossbow, 10 bolts, dagger 
   
  Mercenary Captain Baren Ftr9  
   
  CR 9 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +4 
  ____________________________ 
  AC 21 (+8 armor, +3 shield), touch 10, flat-footed 21 
  Hp 99 (HD 9d10+27)  
  Saves Fort +9, Ref +2, Will +2 
  ____________________________ 
  Spd 20 ft. 
  Melee Longsword +13 (1d8+4/17-20 x2) or dagger +11 (1d4+4/19-20 x2) or light crossbow +9 (1d8/19-20 
  x2) 
  Full Melee Longsword +13/+8 (1d8+4/17-20 x2) or dagger +11/+6 (1d4+4/19-20 x2) or light crossbow +9 
  (1d8/19-20 x2) 
  Base Atk +9 
  Grapple +11 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 15, Int 10, Wis 10, Cha 11 
  Feats Cleave, combat expertise, dodge, greater weapon specialization (longsword), improved critical 
  (longsword), improved initiative, power attack, shield specialization, weapon focus (longsword), weapon 
  specialization (longsword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +11, Knowledge (military tactics) +11, Listen +4, Spot +5 
   
  Possessions Masterwork full plate, masterwork light metal shield, longsword x2, light crossbow, 10 bolts, 
  dagger 
   
   
  … and Peace 
  Living Kingdoms of Kalamar 
  40
  
  Appendix I: NPCs and Monsters 
   
  ATL 9 
  Option B –Grolk 
   
  Mercenary (Grolk) Ftr7  
  CR 7 
  LN Medium Humanoid (Half-Orc, Kalamar) 
  Initiative +4 
  ____________________________ 
  AC 15 (+5 armor), touch 10, flat-footed 15 
  Hp 40 (HD 5d10+10)  
  Saves Fort +7, Ref +2, Will +2 
  ____________________________ 
  Spd 20 ft. 
  Melee Bastard sword +8 (1d10+5/19-20 x2) or dagger +7 (1d4+2/19-20 x2) 
  Full Melee Bastard sword +8 (1d10+5/19-20 x2) or dagger +7 (1d4+2/19-20 x2) 
  Base Atk +5 
  Grapple +7 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 11 
  Feats Cleave, exotic weapon proficiency (bastard sword), power attack, weapon focus (bastard sword), 
  weapon specialization (bastard sword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +4, Knowledge (military tactics) +5, Intimidate +7 
   
  Possessions Masterwork breastplate, bastard sword, dagger 
   
  Mercenary Captain Grolk Ftr7/Bbn2   
  CR 9 
  LN Medium Humanoid (Half-Orc, Kalamar) 
  Initiative +7 
  ____________________________ 
  AC 16 (+3 studded leather armor, +3 Dex) 13 touch, 13 flat-footed 
  Hp 56 (HD 7d10+2d12+18)  
  Saves Fort +8, Ref +3, Will +3 
  ____________________________ 
  Spd 40 ft. 
  Melee Two-handed sword +15 (2d6+5/17-20 x2) or spiked gauntlet +14 (1d4+2/ 20 x2) 
  Full Melee Two-handed sword +15/+10 (2d6+5/19-20 x2) or spiked gauntlet +14/+9 (1d4+2/ 20 x2) 
  Base Atk +9 
  Grapple +13 
  ____________________________ 
  Abilities Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 11 
  Feats Cleave, dodge, improved critical (two-handed sword), improved initiative, power attack, weapon 
  focus (two-handed sword), weapon specialization (two-handed sword) 
  Special Attacks Rage 
  Special Qualities Fast movement 
  Skills Knowledge (art of war) +4, Knowledge (military tactics) +5, Intimidate +11, Listen +1, Spot +1 
   
  Possessions Masterwork studded leather armor, masterwork two-handed sword, masterwork spiked 
  gauntlet x2 
   
   
  … and Peace 
  Living Kingdoms of Kalamar 
  41
  
  Appendix I: NPCs and Monsters 
   
  ATL 9 
  Option C – Consol Th'arkun 
   
  Legionnaire (Th'arkun) Ftr7  
   
  CR 7 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +0 
  ____________________________ 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18 
  Hp 65 (HD 7d10+21)  
  Saves Fort +7, Ref +2, Will +2 
  ____________________________ 
  Spd 20 ft. 
  Melee Gasum +10 melee (1d8+4; 20/x2) or tak’livek +9 melee (1d4+2;19-20/x2) or thin pilum +7 ranged 
  (1d6+2; x3) 
  Full Melee Gasum +10/+5 melee (1d8+4; 20/x2) or tak’livek +9/+4 melee (1d4+2;19-20/x2) or thin pilum 
  +7 ranged (1d6+2; x3) 
  Base Atk +7 
  Grapple +9 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 16, Int 10, Wis 10, Cha 11 
  Feats Blinding shield, cleave, power attack, shield specialization, weapon focus (gasum), weapon 
  specialization (gasum) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Knowledge (art of war) +6, Knowledge (military tactics) +6, Listen +3, Spot +5 
   
  Possessions Breastplate, light metal shield, gasum (spear), tak'livek (dagger), thin pilum (javelin) x3  
   
  Consol Anton Th'arkun Ftr9   
  CR 9 
  LN Medium Humanoid (Human, Kalamar) 
  Initiative +4 
  ____________________________ 
  AC 21 (+8 armor, +3 shield), touch 10, flat-footed 21 
  Hp 99 (HD 9d10+27)  
  Saves Fort +9, Ref +3, Will +5 
  ____________________________ 
  Spd 20 ft. 
  Melee Short sword +13 (1d6+4/19-20 x2) or tak'livek +11 (1d4+2/19-20 x2)  
  Full Melee Short sword +13/+8 (1d6+4/19-20 x2) or tak'livek +11/+6 (1d4+2/19-20 x2) 
  Base Atk +9 
  Grapple +11 
  ____________________________ 
  Abilities Str 14, Dex 10, Con 16, Int 10, Wis 12, Cha 14 
  Feats Combat expertise, dodge, improved critical (short swort), improved disarm, improved initiative, iron 
  will, shield specialization, weapon focus (short sword), weapon specialization (short sword) 
  Special Attacks N/A 
  Special Qualities N/A 
  Skills Diplomacy +8, Knowledge (art of war) +6, Knowledge (military tactics) +5, Listen +4, Spot +3 
   
  Possessions Masterwork full plate, masterwork light metal shield, masterwork short sword x2, tak'livek 
  (dagger) 
   
   
  … and Peace 
  Living Kingdoms of Kalamar 
  42
  
  Appendix II: Player Handouts 
   
  Greetings, 
  Our enemies to the east are preparing 
  another assault and we need someone with 
  your special skills to assist our efforts 
  defending against it. If you are willing to 
  serve Pekal, please be in Jorgen’s Lake 
  Goods 30 minutes before it closes.  
   
  Best Regards, 
  Mitrick 
   
  … and Peace 
  Living Kingdoms of Kalamar 
  43
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKOK42 - and_Peace.pdf