TEXT:  
  LKOK41 
   
   
   
   
   
   
   
  From Ashes to Ashes 
  A One-Round D&D Living Kingdoms of Kalamar® Adventure 
  For characters 1st - 9th Level 
  By Shawn Merwin 
  Edited by 
  Michael Meike 
   
  Against the backdrop of the war with Tokis and Kalamar, the desperation of the Pekalese leaders is 
  showing.  No tactics, no plots, or no strategies have been ruled out to win the war.  But are some 
  alternatives too dangerous even for a desperate nation fighting against a stronger opponent?  A one-
  round Living Kingdoms of Kalamar adventure for ATLs 1-9.  Before playing this adventure, PCs should 
  attempt to play May the Best Man Win, Shining Stones, and The Curse of the Tinkerer’s Toys. 
   
  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.
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  1
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game.  A four-hour time 
  block has been allocated for each round of this 
  scenario.  The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game.  Read this page carefully 
  so that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
   
  Calculating Average Table Level (ATL) 
   
  LKoK uses 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 first 
  to ninth 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 at the table 
  and the administrator of the adventure), need a 
  copy of the Dungeons & Dragons® 3rd Edition 
  revised 
  Player's 
  Handbook 
  and 
  Dungeon 
  Master's Guide (v.3.5) for this event.  The 
  adventure takes place in the Kingdoms of 
  Kalamar setting in the Principality of Pekal.  
  Therefore, the Judge should also have the 
  Kingdoms of Kalamar® Campaign Sourcebook 
  and the Kingdoms of Kalamar Player’s Guide. 
  Specific statistics for key Non-Player Characters 
  (NPCs) and other materials are included in the 
  appendix at the back of this adventure, as well 
  as 
  throughout 
  the 
  adventure 
  text 
  itself.  
  Certificates that may be photocopied are also 
  included.  The Judge should read this adventure 
  entirely no less than once before playing in order 
  to ensure a precise flow of events, as there are 
  many aspects relating to the flavor and culture 
  that are important to the Living™ Kingdoms of 
  Kalamar campaign and to this adventure. 
   
   
  CALENDAR AND CLIMATE 
   It is late Sowing.  The days have been warming 
  up nicely lately, with mostly sunny skies.  The 
  rains have broken and the weather remains 
  clear, with not a cloud to be seen.  Spirits have 
  been high as a result, despite the war reports.  
  Good weather and sunshine have lifted the 
  pallor that colored many people’s faces, and 
  children run about the streets of Bet Rogala with 
  reckless abandon, playing tag and hide-and-
  seek. 
   
   
  MODULE NOTES 
  This adventure continues the plots presented in 
  the adventures May the Best Man Win, Shining 
  Stones and The Curse of the Tinkerer’s Toys, 
  known together as the “Paved with Good 
  Intentions” series.  In the first two modules, the 
  PCs are hired to find unique magic items: the 
  Bracers of Haran and the Eye of Romelo.  In the 
  third, they are asked to investigate a haunted 
  house where a vial of dust is guarded by a 
  magical beast.  Once PCs play From Ashes to 
  Ashes, significant spoiler information regarding 
  these other modules will be known. 
   
  Before play begins, ask the players if they have 
  played any of the aforementioned adventures, 
  as well as Vanishing Concerns or Into Mist and 
  Shadow.  Note which of the first three 
  adventures they have played, as that information 
  determines which Player Handouts they receive.  
  Also note if any of the PCs carry the jade brooch 
  received at the end of Vanishing Concerns.  If 
  they played Into Mist and Shadow, the PCs will 
  know Captain Balinor in Encounter 5: Getting 
  to the Shrine of Spite. 
   
  If any of the players carry the Bracers of Haran 
  from May the Best Man Win, pull them aside and 
  inform them that a few months ago the Bracers 
  went missing.  No one witnessed the theft and 
  
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  Living Kingdoms of Kalamar 
  2
  the PC did not wish to go to the authorities to 
  report the theft of goods which they robbed from 
  a grave in the first place.  Write “VOID” across 
  the face of the Bracers of Haran cert. 
   
   
  BACKGROUND 
  Centuries ago, the wizard-priest Gahida ruled 
  much of the land that is currently known as 
  Pekal.  His was a rule of tyranny and fear, but 
  his subjects could count on one thing from their 
  master: he never let his demesne fall to outside 
  forces. 
   
  Several 
  different 
  groups—both 
  humanoid and monstrous—tried to bend the will 
  of the people of Pekal to their own ends, but 
  Gahida raised armies time and time again, using 
  his own personal powers to repel them all. 
   
  Time, however, was a foe that Gahida could not 
  repel.  The tyrant grew older, feeling the grim 
  visage of death peering at him from around 
  every corner.  Finally Gahida succumbed, not to 
  death but to madness.  Instead of dying, he 
  performed the rituals and rites that would bestow 
  upon him eternal unlife as a lich. 
   
  His followers, though terrified of their ruler and 
  the things he did during his reign, first celebrated 
  this achievement, relieved that their master 
  would now be even more powerful and could 
  continue to protect them.  However, the 
  transformation of Gahida also turned the wizard-
  priest even more ruthless and paranoid.  He 
  began to see conspiracies against him among 
  even his most loyal lieutenants, and he ordered 
  several of them to be killed though no evidence 
  could be found against them.  Fearing for their 
  lives, Gahida’s closest advisors finally realized 
  that he must be destroyed before the nation 
  rotted away from the inside with the corrupted 
  soul of its undead leader. 
   
  These people, powerful priests, mages, and 
  warriors in their own rights, performed a ritual of 
  binding on Gahida—trapping the lich’s essence 
  on a demi-plane.  None of them could find his 
  phylactery, however, so they were forced to do 
  what was necessary to keep him trapped 
  forever, lest he return to rule his demesne again. 
   
  Three keys locked this prison-plane: a magical 
  gem called the Eye of Romelo, a set of magical 
  bracers called the Bracers of Haran, and the 
  dust of the physical remains of Gahida.  Each of 
  these keys had to remain intact to keep the 
  prison locked, but the new leaders of Pekal 
  knew that keeping them together would be too 
  risky, so each was secreted in a different 
  location within Pekal. 
   
  Over the years, the protection of these items fell 
  to different people and groups, until finally the 
  job was taken on by the College of Magic in Bet 
  Rogala.  Only a select few knew of the items, 
  and each individual guard was kept ignorant of 
  the existence of the other items, and some of 
  the guards were not even told the exact nature 
  of the objects they protected. 
  Through coincidence, misfortune, and subtle 
  machinations, these three items have again 
  turned up in the same location.  All three are 
  now in Bet Rogala, but their proximity to each 
  other has awakened the essence of the lich and 
  its minions.  Also, a renegade member of the 
  Gray Legion and a senior member of the 
  College of Magic have together learned of 
  Gahida’s entrapment.  They believe that Gahida 
  would 
  certainly 
  defend 
  Pekal 
  from 
  the 
  approaching armies of Tokis and Kalamar, and 
  they, along with a priest of the Emperor of 
  Scorn, are determined to release the lich in a 
  misguided attempt to keep Pekal from falling to 
  invaders. 
   
   
  ADVENTURE SYNOPSIS 
  Introduction: 
  The PCs receive missives, messages, and 
  summons: the exact nature and content of these 
  depend on if the PCs have played previous 
  adventures in the LKoK campaign.  All of them 
  eventually lead the PCs to a warehouse that 
  evening. 
   
  Encounter 1:  
  [This encounter should be run only if the PCs did 
  not receive Player Handout 1 -OR- any PC has 
  the Hatred of Volis Lamir cert.  It can also be 
  used as a guide if the PCs, at any point, seek 
  out Elis Lamir’s father, Volis Lamir.]  As the night 
  approaches (8th bell), Volis Lamir worries that his 
  son’s paranoia might be justified, and he goes 
  out searching for adventurous types who might 
  be able to track him down. 
   
  Encounter 2: 
  [This encounter should be run only if the PCs 
  received Player Handout 2.]  If they did, they 
  were asked to meet P’Dilago at his shop.  They 
  find, however, that he is nowhere to be found. 
   
  Encounter 3: 
  
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  Living Kingdoms of Kalamar 
  3
  The PCs go to The Oyster Bed and learn that 
  Elis Lamir left a message for a group of 
  adventurers to meet him at an abandoned 
  warehouse on the edge of the docks. 
   
  Encounter 4: 
  The PCs find Elis Lamir, P’Dilago, and a 
  member of the College of Magic dead at the 
  warehouse.  As the PCs search for clues, the 
  bodies animate and attack. 
   
  Encounter 5: 
  A member of the Gray Legion approaches the 
  PCs, letting them know that a member of that 
  organization might be working with a priest of 
  the Emperor of Scorn to do something foolish. 
   
  Encounter 6: 
  At the Shrine of Spite, the PCs find information 
  about Gahida and learn how some people plan 
  to release him.  The PCs also learn his prison is 
  located near the shores of Lake Tali. 
   
  Encounter 7: 
  As the PCs pursue the trio who hope to release 
  Gahida, they come across a small group of 
  Pekalese soldiers holding their commanding 
  officer prisoner.  The CO of the group is actually 
  a Tokite spy who learned about the plan to 
  release the lich.  He can offer the PCs valuable 
  information, but the PCs must first rescue him 
  from the soldiers, who are adamant at taking 
  him back to Lebolegido to face questioning and 
  execution. 
   
  Encounter 8: 
  Depending on how long it takes the PCs to get 
  to the prison portal, they may either have to fight 
  the trio, some of Gahida’s minions, or the lich 
  himself. 
   
  Conclusion: 
  Headmaster Zenith, Archmage and Dean of the 
  College of Magic, arrives on the scene.  He 
  either takes possession of the three keys if they 
  are still intact, or he surveys the carnage if 
  Gahida has been released.  In either case, he 
  offers the PCs rewards for their bravery. 
   
   
  INTRODUCTION 
  Summary: 
  The 
  PCs 
  receive 
  missives, 
  messages, and summons: the exact nature and 
  content of these depend on if the PCs have 
  played previous adventures in the LKoK 
  campaign.  All of them eventually lead the PCs 
  to a warehouse that evening. 
   
  The late afternoon sun sinks toward the 
  horizon on a lovely spring day in Bet Rogala, 
  the capital of Pekal.  Despite the latest news 
  that the war with Tokis is not faring as well 
  as people would hope, the mood within the 
  city is generally light.  Several food vendors 
  are hawking their various goods in the open 
  market, as the latest harvest has been 
  bountiful. 
   
  Let the PCs know that it is dinnertime, and that 
  they are feeling a bit hungry.  Role-play the PCs 
  purchasing food from the vendors if you have 
  time.  Different vendors sell fruit, vegetables, 
  fresh dairy products, baked goods, and even 
  some cooked (and not-so-well-cooked) meats. 
   
  During this time, you can also role-play the PCs 
  hearing rumors: 
   
  • 
  The war with Tokis and Kalamar is not 
  progressing as well as some would hope.  
  All is not lost, but victory is far from assured. 
  • 
  The College of Magic is developing new 
  magic that can turn a whole platoon of 
  enemy soldiers into swine, which can then 
  be slaughtered and used to feed the troops. 
  • 
  A shrine to the Emperor of Scorn has been 
  established in Old Town.  People’s need to 
  vent their hatred of their enemies has made 
  this possible, and the authorities are 
  allowing it to remain for the time being. 
  • 
  A white whale was spotted from the cliffs of 
  Baneta.  Some are saying this is a sign of 
  impending doom, while others say it is a 
  sign that the Kalamaran Empire itself is 
  about to crumble from within due to its 
  corruption. 
   
  At some point during the evening meal, one or 
  more messengers interrupt the PCs.  If the PCs 
  have adventured together before, they should 
  notice each other at this point.  If they do not 
  know each other by name or reputation, have 
  the coincidental delivery of messages at the 
  same time attract their attention to each other. 
   
  Several player handouts may be delivered to the 
  PCs at the beginning of the adventure. 
   
  • 
  If the PCs played “May the Best Man Win,” 
  they receive Player Handout 1.  This 
  
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  Living Kingdoms of Kalamar 
  4
  message is delivered at approximately 6PM, 
  as the PCs begin their meal. 
  • 
  If the PCs played “Shining Stones,” they 
  receive Player Handout 2.  This message is 
  delivered at approximately 7PM. 
  • 
  If the PCs played “The Curse of the 
  Tinkerer’s Toys,” they receive Player 
  Handout 
  3. 
   
  This 
  is 
  delivered 
  at 
  approximately 8PM.  PCs receiving this 
  message should be terribly worried, as they 
  did not set up any meeting as this message 
  clearly states. 
  • 
  If 
  a 
  PC 
  has 
  played 
  none 
  of 
  the 
  aforementioned 
  adventures, 
  details 
  for 
  providing them with a hook are given below. 
  • 
  A PC who played more than one of the 
  adventures 
  receives 
  multiple 
  player 
  handouts based on what they have played. 
   
  The judge is going to have to be flexible in 
  getting the PCs into the action, depending on 
  the Player Handouts they receive. 
   
  Player Handout 1 is delivered at about 6PM, 
  just as the PCs are starting their evening meal.  
  This leads them to Encounter 3: The Oyster 
  Bed, and from there they are sent to Encounter 
  4: A Grisly Scene. 
   
  The other two Player Handouts are presented 
  after the first, but they do not lead to the 
  warehouse, so if none of the PCs are provided 
  with Player Handout 1, then you need to run 
  Encounter 1: A Worried Father to get the PCs 
  into the adventure flow.  Encounter 1 leads the 
  PCs to Encounter 3: The Oyster Bed, and from 
  there they are sent to Encounter 4: A Grisly 
  Scene. 
   
  Also, the PCs, upon receiving the Player 
  Handouts, may try to investigate or locate Elis 
  Lamir, P’Dilago, or the mysterious sender from 
  the College of Magic.  Feel free to ad-lib these 
  investigations as you have time, but in the end 
  the PCs should not be able to find anything 
  pertinent.  Use your discretion as a judge to 
  move time forward rapidly to save the players 
  from 
  wasting 
  time 
  on 
  these 
  fruitless 
  investigations. 
   
  If the PCs did not receive Player Handout 1 or 
  have the Hatred of Volis Lamir cert, Elis Lamir’s 
  father finds and asks for available adventurers to 
  help find his missing son (see Encounter 1: A 
  Worried Father). 
   
   
  ENCOUNTER 1 
  A Worried Father 
   
  Summary: [This encounter should be run only if 
  the PCs did not receive Player Handout 1 -OR- 
  any PC has the Hatred of Volis Lamir cert.  It 
  can also be used as a guide if the PCs, at any 
  point, seek out Elis Lamir’s father, Volis Lamir.]  
  As the night approaches (8th bell), Volis Lamir 
  worries that his son’s paranoia might be justified, 
  and he goes out searching for adventurous 
  types who might be able to track him down. 
   
  An older Kalamaran man approaches you, 
  his face grim and determined.  He must want 
  to speak to you, as he is staring directly at 
  you.  He speaks quickly and firmly.  “I have 
  heard that you are folks who have particular 
  skills.  I am need of those skills right now.  I 
  am Volis Lamir, a merchant of no small 
  means.  My son is a student at the College of 
  Magic.” 
   
  He hesitates, frowns as if looking for the 
  words to describe his problems, and then 
  continues.  “My son Elis has lately begun 
  acting strangely.  He believes that someone 
  or something has been following him, spying 
  on him.  I discounted his paranoia, but now 
  he is missing and I am worried.  He was 
  supposed to have dinner with me last night.  
  He did not show.  This is not too worrisome, 
  as he is a busy lad.  However, this afternoon 
  I sought him in his quarters at the College of 
  Magic.  He was not there, and a friend of his 
  said that he had stopped attending classes.  
  This DOES worry me.  That is very much 
  unlike Elis.  This friend mentioned that Elis 
  said something about meeting some friends 
  at a tavern called The Oyster Bed in the Dock 
  District.  I have no idea why my son would 
  want to go to such a place.  I want you to go 
  there and find out what is happening with my 
  son.  I will give you each 10 Victories if you 
  find him and bring him to me.  He is a 
  younger Kalamaran man, long red hair.  You 
  will recognize him from our family crest 
  tattooed on his left shoulder.” 
   
  If any PC has the Hatred of Volis Lamir cert, 
  read the following to those PCs in addition to the 
  above: 
   
  Volis looks at you, swallows, and then says 
  stoically, “I know that we have some bad 
  
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  Living Kingdoms of Kalamar 
  5
  blood between us due to prior business 
  arrangements.  However my son is more 
  important to me than any dealings in the 
  past.  I have information that you have grown 
  in your skills since then, and I believe you to 
  be the best choice for the job.  If you can 
  help 
  my 
  son, 
  I 
  will 
  forgive 
  your 
  transgression.” 
   
  The PCs may want to ask questions of the elder 
  Lamir.  He really can’t answer anything that is 
  relevant to the matters at hand.  He can tell the 
  PCs that other adventurers retrieved the magical 
  bracers, called the Bracers of Haran, for his son 
  from a haunted estate a few months back.  The 
  bracers are magical and support a wizard’s 
  magic.  He cannot think of any enemies either 
  he or his son might have.  He doesn’t know 
  anything about any of the other NPCs in this 
  adventure. 
   
  If the PCs ask about the theft of the Bracers 
  from their person, Volis has no knowledge of 
  that having happened, and that it must have 
  been someone else who knows of the Bracers.  
  (In fact, Elis hired a group of rogues and 
  infiltrators to steal the Bracers without his 
  father’s knowledge.  In his paranoid state, Elis 
  sent his latest message to the wrong group, 
  confusing the PCs for the thieves.)  If the PCs 
  show Volis the message Elis sent, Volis 
  immediately increases his offer to 30 Victories to 
  go help his son.  If the PCs agree to help Volis, 
  write “VOID” across the face of the Hatred of 
  Volis Lamir cert. 
   
   
  ENCOUNTER 2 
  P’Dilago Antiques 
   
  Summary: This encounter should be run only if 
  the PCs received Player Handout 2.  If they did, 
  they were asked to meet P’Dilago at his shop.  
  They find, however, that he is nowhere to be 
  found. 
   
  The PCs may wish to go to P’Dilago Antiques at 
  some point between the time they receive his 
  offer of work via his charge at 7PM (Player 
  Handout 2) and the time they are asked to meet 
  him at 8:30PM.  No matter what time they arrive 
  at his shop, they find the same situation. 
   
  P’Dilago Antiques looks exactly as the last 
  time you were here.  However, the front door 
  is closed and locked.  The light from a 
  burning lamp peaks out from beneath a 
  closed door further in the shop. 
   
  The front and rear doors of the shop are locked.  
  They are standard doors with good locks.  The 
  glass windows are shuttered, although it is easy 
  to peek through the slats to see the interior.  
  There is no coin in the shop, aside from a few 
  silver pieces, and much of the inventory left in 
  the shop at night is not worth the effort of 
  breaking into the chests to steal. 
   
  Wooden Doors with Good Locks: 1 in. thick; 
  hardness 5; hp 10; AC 5; Break DC 18; Open 
  Lock DC 30. 
   
  Creatures: The only person in the shop is 
  Brunson, a middle-aged, mixed-race human 
  scribe who helps P’Dilago keep the books, track 
  inventory, and maintain the business.  Presently, 
  Brunson is in the back office of the shop, 
  copying information from various bills of sale into 
  a ledger.  If he hears anything suspicious 
  happening in or around the shop, he pulls out a 
  dagger, which he barely knows how to use, and 
  tries to scare away any burglars.  Brunson is an 
  asthmatic, pale, sallow, balding man with a soft 
  voice.  He tries to be tough with the PCs before 
  he knows who they are, which is comical at best.  
  After the PCs make their past associations with 
  P’Dilago known, he drops the pretense. 
   
  Brunson: Male human Exp1. 
   
  Developments: Assuming the PCs don’t do 
  anything foolish, like attack Brunson or try to 
  steal anything from the shop, Brunson speaks 
  with them.  He can tell the PCs the following: 
   
  • 
  Brunson last saw P’Dilago just before the 
  noon bell.  P’Dilago was going on some 
  errands to meet with merchants and 
  teamsters throughout Bet Rogala.  None of 
  his 
  planned 
  stops 
  were 
  anything 
  noteworthy. 
  • 
  P’Dilago spoke of someone extremely 
  interested in purchasing the Eye of Romelo.  
  Brunson knows nothing of the prospective 
  buyer, but he knows that P’Dilago planned 
  to make a great deal of profit from its sale. 
  • 
  The only thing he recalls about the Eye of 
  Romelo’s sale was that P’Dilago expected 
  the final sale to take place in the Dock 
  Ward, so he was going to hire trustworthy 
  adventurers to act as an escort. 
  
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  Living Kingdoms of Kalamar 
  6
  • 
  Jelokir, 
  the 
  woman 
  who 
  delivered 
  P’Dilago’s offer of employment to the PCs, 
  is a trustworthy lass who the merchant 
  often hires as a runner, clerk, teamster, or 
  any other odd job. 
   
  The PCs can wait here for P’Dilago for as long 
  as they want, but he does not show up at the 
  appointed time.  Brunson can confirm that the 
  Eye of Romelo is not in the shop, and it was 
  never kept here, so he does not know its 
  whereabouts. 
   
  If the PCs did not receive Player Handout 1, 
  P’Dilago’s absence at the appointed time should 
  worry the PCs (and Brunson), so now would be 
  a good time to run Encounter 1: A Worried 
  Father. 
   
   
  ENCOUNTER 3 
  The Oyster Bed 
   
  Summary: The PCs go to The Oyster Bed and 
  learn that Elis Lamir left a message for a group 
  of adventurers to meet him at an abandoned 
  warehouse on the edge of the docks. 
   
  The Oyster Bed is a typical tavern in this 
  area of Bet Rogala: certainly not a place 
  where anyone respectable would be seen, 
  but neither is it a den of thieves.  The 
  building shows signs of wear, but the smells 
  of fresh seafood coming from inside are 
  delicious. 
   
  Once the PCs enter, read or paraphrase the 
  following: 
   
  The interior of the tavern is much like the 
  exterior: ill-repaired, rough-hewn, and not-
  so-clean.  The condition of the building and 
  furnishings 
  does 
  not 
  seem 
  to 
  have 
  dissuaded patrons, however.  The place is 
  packed with hearty customers, all drinking 
  ale and eating various forms of seafood.  
  Two serving maids bustle about, while a man 
  stands behind a makeshift bar, tapping a 
  keg.  The crowd, an equal mix of sailors, 
  fisherman, and teamsters, watch you enter, 
  but then turn back to their conversations and 
  meals. 
   
  The barkeep is a Reanaarian named Looremar.  
  His shift doesn’t start until 8:30PM, so if the PCs 
  arrive earlier and ask the barkeep on duty then 
  about Elis, they will just get a blank look.  
  However, Looremar has been paid by Elis to 
  pass on the following information: 
   
  “Aye, the merchant’s boy, the wizard-in-
  training, he did slip me a few coins to pass a 
  message to a bunch of adventurers, and you 
  look as much like those as any who come in 
  here.  He wants you to meet him at an 
  abandoned warehouse down at the end of 
  the road outside—the one that leads down to 
  the lake.  The warehouse will have an X 
  painted on the door.  Knock twice on the 
  door, then knock twice again, and wait for 
  instructions from within.” 
   
  Looremar knows nothing else.  No one else has 
  asked about Elis, and he only knows Elis 
  because the young man occasionally would 
  come in for the seafood. 
   
   
  ENCOUNTER 4 
  A Grisly Scene 
   
  Summary: The PCs find Elis Lamir, P’Dilago, 
  and a member of the College of Magic dead at 
  the warehouse.  As the PCs search for clues, 
  the bodies animate and attack. 
   
  The PCs can find the warehouse by simply 
  following the barkeep’s directions and walking to 
  the end of the street until they get to the water.  
  Among several intact warehouses is one in 
  extreme disrepair.  The closest door, which 
  faces the road, bears an “X” of red paint.  The 
  door, however, is open and barely on its hinges. 
   
  Read or paraphrase the following when the PCs 
  look into or enter the warehouse.  The text 
  assumes the PCs have a light source or other 
  means of seeing in the dark: 
   
  The warehouse is totally unlit, although a 
  smell hanging in the air reveals that a few 
  lanterns must have been burning here 
  recently.  Other than a few moldy, dust-
  covered crates, the warehouse is completely 
  empty.  However, against the north wall, 
  three 
  human 
  forms 
  stand, 
  lined 
  up 
  awkwardly against the wall. 
   
  When the PCs get within 60 feet of those forms, 
  they discover the gruesome scene: 
   
  
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  Living Kingdoms of Kalamar 
  7
  The three forms are not moving, and the 
  floor at their feet is slick with blood.  One is a 
  very gaunt man with long curly black hair.  
  Another is a young Kalmaran man with long 
  red hair dressed in robes of the College of 
  Magic.  The last is a non-descript man also 
  wearing robes of the College.  They are only 
  upright because the thick iron spikes driven 
  through their chests pin them to the 
  warehouse wall.  Their shirts are torn open, 
  and something unusual—or something more 
  unusual than the spikes—has been done to 
  their torsos. 
   
  Creatures: The three dead men are P’Dilago, 
  Elis Lamir, and a member of the College of 
  Magic named Ranisan.  The PCs recognize 
  them if they have met the first two before.  The 
  bodies have been cursed by the power of 
  Gahida.  As long as no one steps within 10 feet 
  of them they remain dead.  If they are 
  approached, however, they animate as undead 
  (with type based on ATL). 
   
  ATL 1 (EL 2) 
  Human Commoner Zombies (3): hp 16, see 
  Monster Manual p. 266. 
   
  ATL 3 (EL 4) 
  Ghouls (3): hp 13, see Monster Manual p. 119. 
   
  ATL 5 (EL 6) 
  Ghasts (3): hp 29, see Monster Manual p. 119. 
   
  ATL 7 (EL 8) 
  Wraiths (3): hp 32, see Monster Manual p. 258. 
   
  ATL 9 (EL 11) 
  Greater Shadows (3): hp 58, see Monster 
  Manual p. 221. 
   
  Tactics: The judge should play this to get the 
  maximum shock value.  For example, if the PCs 
  move right up to the dead bodies and began 
  examining them, let them take two or three 
  rounds to begin performing Search or Heal 
  checks.  Then the dead bodies suddenly lash 
  out with a shriek.  A Spot check (DC 20) allows 
  a PC to see a slight tremor in one of the bodies 
  right before it strikes, and that PC can act in the 
  surprise round. 
   
  In the case of the corporeal undead, they can 
  only attack initially if a PC is within 5 feet of 
  them.  If PCs back away, the undead must pull 
  themselves off the spikes in order to attack.  
  Pulling themselves off the wall is a full-round 
  action that provokes an attack of opportunity.  
  They then move forward and attack mindlessly. 
   
  In the case of the incorporeal undead, they too 
  should only attack from within their former 
  bodies at first, thus only hitting adjacent PCs.  If 
  the PCs retreat, the spirits must pull themselves 
  from the bodies, which takes a full-round action 
  that provokes an attack of opportunity (due to 
  the ritual used to create them).  Once free, the 
  incorporeal undead attack normally, although 
  they do not hide in walls or floors.  The 
  shadows, however, still use their Spring Attack 
  feat if appropriate.  They attack until destroyed 
  or victorious.  If they are turned but not 
  destroyed, they flee only to return in 10 rounds 
  or whenever the turning effects end. 
   
  Developments: After dealing with the undead, 
  the PCs can search the warehouse for clues of 
  what happened. 
   
  The first and most obvious place to look is the 
  bodies.  A close examination (DC 5 Search 
  check) or moving the torn shirts reveals 
  Kalamaran letters have been carved into each of 
  their chests.  The first body wears the letters 
  “GA,” the second “HI,” and the final “DA.”  A DC 
  30 Knowledge (history) or Bardic Knowledge 
  check lets a PC remember that a very ancient 
  ruler of this region of Tellene was named 
  Gahida, but no records give much detail about 
  him or his reign. 
   
  A DC 15 Heal check reveals that most of the 
  wounds were made with a rapier or dagger.  A 
  DC 16 Spellcraft check reveals that two of the 
  bodies also have bruising consistent with a 
  magical force effect, most likely a magic missile.  
  Finally, a DC 15 Knowledge (religion) check 
  shows that each of the bodies has a burn mark 
  on their lower backs in the shape of a small 
  scepter, and these marks look like they were 
  made by a red-hot holy symbol of the Emperor 
  of Scorn. 
   
  If there are any members of the College of 
  Magic meta-org in the party, or if the PCs can 
  make a DC 20 Knowledge (Local: Bet Rogala) 
  check, they can identify the robes and what they 
  signify.  Elis’ robes mark him as achieving the 
  degree of Magus within Mel’par Vigo, the School 
  of Evocation.  The other man’s robes mark him 
  with the degree of Instructor in Shinwa Ni Nare, 
  the School of Necromancy. 
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  8
  More careful searching (DC 15 Search check), 
  or if a PC thinks to look, reveals a tattoo of a 
  family crest on Elis Lamir’s left shoulder.  The 
  same Search check reveals that Elis’ forearms 
  have been badly torn (during the forced removal 
  of the Bracers of Haran), P’Dilago’s belt pouch 
  contains a small case (now empty) that looks to 
  have held a circular object like a gem (the Eye of 
  Romelo), and at Ranisan’s feet is a backpack 
  and a heavily padded box built to hold a small 
  vial, now missing (was the vial holding the Dust 
  of Gahida).  There is nothing else of value on 
  the bodies. 
   
  Casting detect magic in the area shows the 
  lingering effects of necromancy, evocation, and 
  transmutation magic. 
   
  Searching the crates of the warehouse reveals 
  that most are empty, while others contain rotten 
  or moldy fabrics and other garbage now housing 
  countless rats’ nests.  However, a derelict is 
  using one as a makeshift bed, and he witnessed 
  the events that occurred here.  It takes a DC 20 
  Search 
  check 
  from 
  someone 
  specifically 
  searching the crates to find him. 
   
  The derelict is a slightly mad half-elf who calls 
  himself Yourghy (YOR-ghee).  The unfortunate 
  offspring of a Fhokki drifter and an elven woman 
  who couldn’t bear the shame of her action, the 
  half-elf was left on the doorstep of some elven 
  citizens of Bet Rogala.  They raised Yourghy as 
  best they could, but they didn’t really want him, 
  thought he was an abomination, and sent him off 
  as soon as he was old enough to fend for 
  himself.  He has survived by begging and 
  scrounging and his mental deficiencies have 
  precluded him from finding a job.  Yourghy 
  refers to himself in the third person and tends to 
  ramble, twitching uncontrollably and looking 
  around as if something is coming to get him. 
   
  In order to get anything coherent out of Yourghy, 
  the PCs must reassure him and calm his 
  agitated mental state.  Casting calm emotions or 
  remove 
  fear, 
  or 
  another 
  similar 
  spell, 
  automatically 
  allows 
  PCs 
  to 
  get 
  all 
  his 
  information (if they ask the right questions).  
  Without magical help, the PCs need to make 
  various levels of Heal checks to calm his addled 
  brain enough to make him coherent. 
   
  The following bonuses (and penalties) to the 
  Heal checks should be applied: 
   
  • 
  For every 2 points that a Diplomacy check 
  exceeds 15, add 1 to the Heal check. 
  • 
  For every 2 points that an Intimidate check 
  exceeds 15, subtract 1 from the Heal check.  
  (He wants to tell them, but he just doesn’t 
  know how, so making him more tense just 
  means getting less information). 
  • 
  If the PCs offer Yourghy food, add 4 to the 
  Heal check. 
  • 
  If the PCs offer Yourghy coins, subtract 4 
  from the Heal check.  (Whenever he gets 
  money, he gets beaten up and the money 
  stolen.) 
   
  With a DC 10 Heal check, Yourghy is calmed 
  enough to reveal the following: 
   
  • 
  “Yourghy sleeps here.  Safe here.” 
  • 
  “Three men came.  First one man [points to 
  Elis], then another man [points to P’Dilago].  
  They show each other things.  Armbands 
  and gem.  Then next man came [points to 
  Ranisan].  They talk about things.  They get 
  worried and start to leave.” 
   
  With a DC 20 Heal check, Yourghy is calmed 
  enough to reveal more: 
   
  • 
  “Then three more people come.  Two men, 
  one lady.  Yourghy hide more.  Be very 
  quiet.” 
  • 
  “Second three attack first three.  Use 
  weapons and magic.  Kill first three and 
  spike them to wall.  Take things from first 
  three.” 
   
  With a DC 30 Heal check, Yourghy is calmed 
  enough to reveal everything he saw: 
   
  • 
  “One alive man takes necklace, says words.  
  Cuts dead ones with necklace.  Puts 
  necklace on skin of dead ones.  Yourghy 
  hears 
  sizzling, 
  like 
  meat 
  cooking.  
  Warehouse gets cold.” 
  • 
  “Three alive pick up stuff.  They talk about 
  prison and winning war.  They talk about 
  shrine and leaving the city.  Then they 
  leave.” 
   
  No matter what else the PCs try to get more 
  information from Yourghy, he just doesn’t have 
  the wherewithal to comprehend or explain 
  matters. 
   
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  9
  If the PCs can recognize the holy symbol and 
  can remember the rumor about the shrine, they 
  can continue their search at the Shrine of Spite 
  in Old Town.  If they cannot make the 
  connections to know where to go next, 
  Encounter 6: Getting to the Shrine of Spite 
  offers direction. 
   
  They can also try to identify the bodies.  They 
  may know Elis Lamir and P’Dilago from previous 
  adventures.  Ranisan is an Instructor at the 
  College of Magic, but no one there can tell them 
  anything more about his projects or what he was 
  doing at the warehouse—either because they do 
  not know his connections to the keys to 
  Gahida’s prison, or they do and they have sworn 
  to hide that knowledge. 
   
   
  ENCOUNTER 5 
  Getting to the Shrine of Spite 
   
  Summary: A member of the Gray Legion 
  approaches the PCs, letting them know that a 
  member of that organization might be working 
  with a priest of the Emperor of Scorn to do 
  something foolish. 
   
  If the PCs have played the adventure Vanishing 
  Concerns, they might have a jade brooch given 
  to them by an operative of the Gray Legion.  As 
  they are leaving the Dock Ward after dealing 
  with the ugly scene at the warehouse, they 
  notice that brooch suddenly growing very warm. 
   
  After a few moments, a man approaches them.  
  He is locating them using the jade brooch.  If 
  none of the PCs possess the brooch, he finds 
  them because he was watching the warehouse 
  after they entered. 
   
  Read or paraphrase the following as the man 
  approaches.  He attempts to speak to the PCs in 
  a public place, preferably on the street as they 
  move 
  from 
  the 
  warehouse 
  to 
  whatever 
  destination they have chosen: 
   
  A cloaked figure, most likely human, hails 
  you as you move up the street.  “A word,” he 
  says in a clear voice.  “I would have a word 
  with you.  It is of the utmost importance that 
  we speak.” 
  He pulls back his hood as he approaches.  
  He is a Kalamaran man of indeterminate age 
  with dark hair just starting to gray at the 
  edges.  [If the PCs have played Into Mist and 
  Shadow, they recognize him as the Gray Legion 
  operative Captain Banilor.  If they have played it, 
  he approaches them and addresses familiar 
  PCs by name.]  “I am Captain Banilor.  
  Something 
  quite 
  terrible 
  must 
  have 
  happened in that warehouse, but I need you 
  to recount what happened.  I’m afraid the 
  terror is only beginning.” 
   
  Assuming the PCs tell him about what they 
  found, and more importantly, what they didn’t 
  find in the warehouse, he nods and sighs: 
   
  “Unfortunately, you have stumbled upon 
  something of far more importance than you 
  realize.  What I am about to tell you is a 
  matter of Pekalese security, and must be 
  kept completely confidential.  Should you 
  reveal any of what I am about to tell you, the 
  Pekalese government and its officials will 
  deny knowledge of anything you say and you 
  will be charged with sedition, treason and 
  fraud 
  against 
  the 
  Crown. 
   
  Do 
  you 
  understand?” 
   
  Captain Banilor will not reveal anything further 
  until the PCs agree to confidentiality. 
   
  When the PCs agree, continue: 
   
  “As you may or may not know, I am a 
  member of a secret Pekalese organization 
  known as the Gray Legion.  We work in 
  places that the military and police cannot.  
  We do things that many others would not be 
  able to bring themselves to do.”  He sighs 
  again and shakes his head.  “Unfortunately, 
  it seems one of our group has decided to do 
  something that even most of our agents 
  would not do.  Let me explain what I know.” 
   
  Banilor looks around to make sure no 
  eavesdroppers are lurking about, and then 
  continues.  “My superiors looked into some 
  ancient powers that have been locked away 
  for centuries, trying to determine if they 
  could safely be unleashed on Tokis and 
  Kalamar as part of the war effort.  They 
  decided the powers were too dangerous.  
  However, one of them disagreed.  He has 
  taken it upon himself to go forward with that 
  plan.  I do not know any more of the details 
  surrounding this, but I do know that the 
  operative, 
  whom 
  I 
  know 
  only 
  as 
  ‘Copperhead,’ has recruited the help of a 
  priest of the Emperor of Scorn.  I was given 
  
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  Living Kingdoms of Kalamar 
  10
  information that this priest had entered that 
  warehouse earlier today.  I scouted the area 
  and then saw you enter, so I decided to wait.  
  I have not been given the authority to pursue 
  this investigation, but that does not mean I 
  cannot share some details with those who 
  might be able to pursue it where I have not 
  been given the authority.” 
   
  You can role-play the conversation between the 
  PCs and Captain Balinor based on the following 
  bullet points: 
   
  • 
  The PCs know almost as much (and 
  possibly more) than Banilor at this point.  So 
  rather than just having Banilor provide 
  information and direction, this can be more 
  of a two-way flow. 
  • 
  Banilor knows that one of his superiors in 
  the 
  Gray 
  Legion, 
  a 
  Kalamaran 
  man 
  codenamed 
  “Copperhead,” 
  argued 
  vehemently to release an ancient power to 
  fight Tokis and Kalamar.  He was not explicit 
  about what this force was, but some other 
  leaders in the Gray Legion seemed to have 
  an idea.  Those others denied his request. 
  • 
  Copperhead approached Banilor to ask for 
  help after others in the Gray Legion would 
  not consent to this course of action.  
  Copperhead mentioned needing to find 
  three keys that would unlock the power.  
  Banilor refused, so Copperhead did not 
  speak further of his plans. 
  • 
  Banilor knows that Copperhead spoke with a 
  priest of the Emperor of Scorn, the god of 
  bigotry and vengeance.  He assumes their 
  collaboration 
  is 
  somehow 
  involved 
  in 
  Copperhead’s plot. 
  • 
  The priest maintained a shrine, called the 
  Shrine of Spite, in Old Town.  The war with 
  Tokis and Kalamar has driven a lot of people 
  to call upon this dark god to assist in victory 
  over the hated enemies.  More information 
  on what Copperhead is doing might be 
  found there. 
   
   
  ENCOUNTER 6 
  The Shrine of Spite 
   
  Summary: At the Shrine of Spite, the PCs find 
  information about Gahida and learn how some 
  people plan to release him.  The PCs also learn 
  his prison is located near the shores of Lake 
  Tali. 
   
  The PCs can easily find the Shrine of Spite in 
  Old Town.  It is assumed that the PCs go to the 
  shrine that evening.  When they approach it, 
  read or paraphrase the following: 
   
  The shrine has been built in a partially 
  collapsed building, with the side of the 
  structure pulled away and supports built to 
  hold up the roof.  A none-too-small bonfire 
  rages in front of the shrine, its light playing 
  off the angry faces that stare into it.  The 
  people around the fire shriek and shout in a 
  variety of languages. 
   
  One Kalamaran man is cursing the Tokites and 
  calling for their deaths in Low Kalamaran.  Next 
  to him, a grey elf shrieks in High Elven for the 
  destruction of all humans.  A human woman 
  shouts 
  in 
  Merchant’s 
  Tongue 
  that 
  all 
  practitioners of magic should be burned as 
  demons. 
   
  Within the shrine is a makeshift altar, atop of 
  which is a large golden scepter.  An angry 
  looking dwarf stands behind the altar, 
  glaring out into the area where the fire rages. 
   
  The scepter is not really gold.  It is actually 
  carved out of the same block of wood as the 
  altar and simply painted a golden yellow. 
   
  Creatures: The acolyte attending the shrine is a 
  warrior named Kroltor Blackforge.  He moved 
  here after escaping from Kalamaran-dominated 
  slavery of his tribe in the Ka’Asa Mountains.  His 
  hatred of the Kalamaran race drew him to the 
  Emperor of Scorn, and now he works as an 
  assistant to Wyvill, the priest of the Scorn Lord, 
  who founded this shrine. 
   
  Kroltor: Male dwarf War1 
   
  This is the DM’s chance to roleplay an 
  extraordinarily angry and insulting dwarf.  Kroltor 
  exhibits complete hostility to any Kalamaran 
  PCs: he does not respond to their presence with 
  anything other than snarls and statements to 
  other PCs about how they should strongly 
  consider killing the Kalamaran PC before he 
  sells them into slavery. 
   
  To others he is verbally hostile as well, but 
  strangely enough he answers their questions.  In 
  fact, a DC 10 Sense Motive check reveals that 
  he is extremely happy to talk about the work that 
  he and Wyvill are doing here.  He allows them to 
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  11
  look around the shrine, including the basement 
  where the clues about Gahida are located.  He 
  is proud that he can now do the Emperor of 
  Scorn’s work openly. 
   
  Kroltor knows nothing about Wyvill’s plans to 
  release Gahida, nor does he know anything of 
  the lich at all.  He can tell the PCs that Wyvill left 
  the city earlier that evening on a pilgrimage, 
  accompanied by a female wizard and a 
  gentleman wearing leather armor and carrying a 
  rapier and a dagger.  He doesn’t know where 
  they were going, but Wyvill said he would not 
  return for at least a week, and probably much 
  longer.  Kroltor describes Wyvill, if asked, as a 
  mixed-human, short with flaming red hair and a 
  thick torso. 
   
  Searching the ground-level shrine area reveals 
  nothing except a few paltry donations to the 
  church.  Kroltor makes no attempt to hide the 
  trapdoor leading down into the basement, which 
  is obvious and clearly visible.  If asked what is 
  down there, Kroltor says that Wyvill prays, 
  stores supplies, leads services, and rests down 
  there. 
   
  The trapdoor is neither locked nor trapped, and 
  stone stairs lead down into the damp, dark 
  basement beneath the shrine.  The place is 
  certainly not well kept, with tomes, scrolls, 
  symbols, benches, and desks arranged around 
  the room in no particular order.  A DC 15 Search 
  check covering the entire basement is needed to 
  find the clues in Players Handout 4. 
   
  The clues found in that handout reveal to the 
  PCs that the three are going to release Gahida 
  the lich from his prison at some location “on the 
  shores of the little lake in the mounds.”  A DC 10 
  Knowledge (geography) or Bardic Knowledge 
  reveals that is Lake Tali, on the western edge of 
  the Kamarela Mounds.  PCs failing these checks 
  can also ask someone knowledgeable in these 
  matters, and thus learn the location in that 
  manner. 
   
  A DC 20 Search check reveals a stash of Cure 
  potions, as well as 300 Victories (the Shrine’s 
  collection from “donations”).  Kroltor, while 
  allowing the PCs to search, does not allow them 
  to remove anything from the basement.  If they 
  try to, he does not attempt to stop them 
  physically.  Instead he simply finds a guard 
  (which takes 3 minutes).  Since the shrine has 
  been allowed to exist within the law, taking 
  anything from it without permission is the same 
  as theft.  Providing evidence that Wyvill is 
  responsible for the deaths in the warehouse, 
  combined with a DC 10 Diplomacy check, can 
  get the PCs out of legal trouble in this regard, as 
  can the PCs having some sort of higher legal 
  status in Pekal (such as an Honorable), as can 
  association with certain meta-orgs, at the DM’s 
  discretion. 
   
  At this point the PCs should understand that the 
  three now possess the keys to release the lich 
  Gahida, and that the trio is heading for the 
  shores of Lake Tali, where the door to the prison 
  of Gahida is located.  PCs may try to recruit help 
  in stopping this from occurring, but they find that 
  their requests are met with disbelief, skepticism, 
  bureaucracy, and/or other frustrations.  If you 
  have the time, you can fully role-play the 
  attempts of the PCs to get someone to listen to 
  their story.  At every turn, however, their 
  contacts are either unable or unwilling to help.  
  The PCs need to understand that it is imperative 
  that they get to the shores of Lake Tali as soon 
  as possible . . . 
   
   
  ENCOUNTER 7 
  The Enemy of My Enemy’s Enemy? 
   
  Summary: As the PCs pursue the trio who hope 
  to release Gahida, they come across a small 
  group 
  of 
  Pekalese 
  soldiers 
  holding 
  their 
  commanding officer prisoner.  The CO of the 
  group is actually a Tokite spy who learned about 
  the plan to release the lich.  He can offer the 
  PCs valuable information, but the PCs must first 
  rescue him from the soldiers, who are adamant 
  about taking him back to Lebolegido to face 
  questioning and execution. 
   
  This encounter should happen at some point as 
  the PCs travel from Bet Rogala to Lake Tali.  
  The DM should use discretion in placing the 
  encounter.  If the PCs travel overland or via 
  watercraft, the encounter can happen as the 
  PCs are within a day’s travel of Lake Tali.  If the 
  PCs use magic to travel, you may have to place 
  the encounter right at the shore of Lake Tali.  
  However the PCs travel, they need to encounter 
  the Pekalese soldiers and their Tokite spy 
  captive. 
   
  Read or paraphrase the following as the PCs 
  approach the group of soldiers, adjusting the 
  text as needed: 
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  12
  Ahead of you a group of Pekalese soldiers 
  rest around a cooking fire.  The smell of 
  roasting rabbit and partridge wafts toward 
  you.  Shackled to the base of a tree near the 
  center of their camp is another Pekalese 
  soldier, dressed in the uniform of an officer.  
  His eyes are puffy slits on a face that has 
  been bruised and bloodied recently. 
   
  The officer is a Kalamaran Tokite spy named 
  Biremun.  He has infiltrated the Pekalese army, 
  rising in rank to a captain.  He received orders 
  from his Tokite contacts that some Pekalese 
  patriots were preparing to do something very 
  dangerous to not just Tokis, but all of Tellene.  
  He lied to some troops under his command, 
  telling them that some Tokite assassins had 
  infiltrated into this area of Pekal, and he took 
  them out from their garrison near Lebolegido 
  looking for the three. 
   
  Unfortunately for him, his Tokite contacts 
  underestimated the power of the three, and 
  when Biremun found them and attacked, they 
  easily subdued him.  The rest of Biremun’s 
  command was shocked, as one of the three their 
  captain attacked was a member of the College 
  of Magic, while another was a member of the 
  Gray 
  Legion. 
   
  With 
  Biremun 
  disabled, 
  “Copperhead” told the troops to hold the traitor 
  here for three days, keep him quiet, and then 
  take him to Lebolegido for interrogation.  After all 
  the information he had was extracted, he was to 
  be tried for treason and executed. 
   
  If the PCs approach peacefully, the band of 
  soldiers, now led by a half-orc named Lieutenant 
  Grollik, welcomes them, shares a meal, and tells 
  them what happened here.  If the PCs ask 
  anything about the three who Captain Biremun 
  attacked, the prisoner opens his eyes and 
  speaks: 
   
  “You know what they are about to do.  You 
  know they need to be stopped.  These fools 
  won’t listen.  I know exactly where they are 
  going.  Take me with you, and I will show 
  you!  Without my help you will not find them 
  in time, and we are all doomed.”  Before he 
  can say any more, he is quieted by one of the 
  soldiers with a kick to the face. 
   
  The PCs have a dilemma.  Biremun speaks the 
  truth.  He knows the exact location of the locked 
  portal that holds Gahida on his prison plane, and 
  the PCs do not.  Without his information, the 
  PCs are doomed to be too late to stop the 
  unlocking of the portal. 
   
  However, Biremun is not going to give the PCs 
  this information unless they take him with them, 
  and then release him afterward.  Biremun knows 
  that the only thing awaiting him now is torture 
  and then death unless he makes a deal. 
   
  To further complicate matters, the Pekalese 
  soldiers are not going to release him without a 
  fight.  A member of the Gray Legion and a 
  member of the College of Magic have given 
  them orders to remain here three days guarding 
  the prisoner before taking him to Lebolegido, 
  and they plan to obey those orders to the best of 
  their ability. 
   
  The first tactic the PCs might employ is trying to 
  get the information from Biremun via skill checks 
  like Bluff, Diplomacy, or Intimidation.  None of 
  these work, because Biremun only parts with the 
  information if the PCs take him to Lake Tali and 
  away from these soldiers.  Very strong magic 
  might work to get the information, but again, 
  persuasive magic such as charm person is not 
  enough, because Biremun knows that his 
  information is his only lifeline at this point, so 
  only complete domination of his mind would 
  persuade him to reveal it. 
   
  Assuming the PCs can’t get the information out 
  of him immediately, and assuming the PCs 
  choose to bring him, they are going to have to 
  deal with the soldiers, because they are not 
  going to let him go, and Biremun does not make 
  any deal that involves the soldiers coming along. 
   
  Very high skill checks like Diplomacy and Bluff 
  (DC 25 + ATL, players may aid) can persuade 
  the soldiers to release the prisoner, but such 
  checks must come with absolute assurance that 
  the soldiers do not get punished.  Allow up to a 
  +4 circumstance bonus for roleplaying or other 
  factors.  For example, if a PC is an Honorable 
  and makes a successful Diplomacy check along 
  with a promise of full exoneration for any 
  charges brought against the soldiers, they may 
  concede.  This could include revealing the 
  truth—that the three who the captain attacked 
  are going to do something very foolish. 
  The PCs may try to sneak the prisoner away, 
  and that should be allowed as long as the PCs 
  make a sound plan, like sneaking him out at 
  night after volunteering to take night watch while 
  the soldiers sleep and moving silently. 
  
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  Living Kingdoms of Kalamar 
  13
   
  The final option is to fight the soldiers.  The stat 
  blocks for the soldiers are listed in Appendix I. 
   
  ATL 1 (EL 3) 
  Soldiers War1 (5): hp 9 
   
  ATL 3 (EL 5) 
  Soldiers War2 (5): hp 15 
   
  ATL 5 (EL 7) 
  Soldiers War3 (5): hp 21 
   
  ATL 7 (EL 9) 
  Soldiers Ftr4 (5): hp 39 
   
  ATL 9 (EL 12) 
  Soldiers Ftr7 (5): hp 63 
   
  Developments: If it comes down to a fight, the 
  soldiers do everything in their power to stop the 
  PCs from taking the prisoner away from their 
  custody, including using lethal force.  On the 
  other hand, good-aligned PCs should be warned 
  that using lethal force against these good 
  soldiers of Pekal is definitely not a good act.  
  Paladins and good-aligned divine PCs who slay 
  these soldiers without remorse should lose their 
  divine powers until they atone.  PCs who at least 
  attempt to disable the soldiers rather than 
  slaughtering them wholesale should get the 
  benefit of the doubt. 
   
  Treasure: If the PCs fight and defeat the 
  soldiers, they might choose to take their 
  equipment.  However, this equipment is just 
  basic army gear and property of the nation of 
  Pekal.  Selling this equipment earns the 
  attention of the authorities.  The equipment and 
  any gold made from selling it are confiscated, 
  the PCs are fined 100 gp each, and the 
  characters are forced to use their Non-
  Adventuring Activity for this adventure for time 
  spent in jail. 
   
   
  ENCOUNTER 8 
  The Prison of The Lich 
   
  Summary: Depending on how long it takes the 
  PCs to get to the prison portal, they may either 
  have to fight the trio, some of Gahida’s minions, 
  or the lich himself. 
  Assuming the PCs have freed Biremun from the 
  Pekalese soldiers, he comes with them and 
  gives them directions to the point where his 
  Tokite contacts told him the portal of Gahida’s 
  prison is located.  The Tokites, once they 
  learned that the three misguided fools planned 
  to release this force, used the most powerful 
  magic at their disposal to divine its location, 
  dispatching their embedded Pekal army spy 
  Biremun to halt them. 
   
  Biremun is no fool.  He understands that 
  revealing his information too soon could mean a 
  double-cross and his subsequent execution as a 
  spy; while revealing it too late means that the 
  evil force is released.   
   
  In order to test the honesty of the PCs, he first 
  asks any that seem of a lawful bent to take an 
  oath on their deities, their beliefs, the honor of 
  their ancestors, or Pekal.  He then takes them to 
  the wrong place first, tells them this is the place, 
  and asks to be released, just to test the PCs and 
  see what they will do.  If they release him as 
  promised, he reveals they are not in the correct 
  location and agrees to tell them the correct 
  location after he gets a head start away from the 
  PCs.  If they agree, Biremun runs a fair distance 
  away from them, pulls out a small piece of paper 
  and writing quill and writes the correct location 
  details on it with his blood.  He then ties it to a 
  rock and throws it to the PCs.  He flees 
  immediately after throwing the rock.  If the PCs 
  fail to uphold their agreement, he calls them on 
  their subterfuge and demands to be released 
  immediately.  He is quick to remind them that 
  they both want the same thing in this one 
  instance: to stop a terrible force from being 
  released in Pekal.  Again, as the judge you 
  should use your discretion to make this an 
  interesting 
  role-playing 
  encounter, 
  and 
  as 
  before, no amount of skill checks or Charm 
  effects will persuade him to reveal the true 
  location. 
   
  At this point, two possibilities exist.  If the PCs 
  got the location from Biremun and did not waste 
  too much time traveling to Lake Tali, they arrive 
  at the portal of the prison-plane just as the keys 
  are being used to unlock it.  On the other hand, 
  if the PCs took too long to get to Lake Tali, or 
  did not get the exact location from Biremun, they 
  find the portal location too late, and therefore 
  have to deal with the aftermath of the unlocking. 
  Read or paraphrase the following if the PCs 
  arrive in time to interrupt the unlocking: 
   
  Near the rocky shore of Lake Tali, a strong 
  wind has picked up, forcing the waves to 
  
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  Living Kingdoms of Kalamar 
  14
  crash loudly against the shore.  In the 
  distance, 120 feet from where you stand, with 
  the raging waves as a backdrop, a lone 
  figure stands on a 5-foot-square stone and 
  holds its arms toward the sky.  Two prone 
  figures rest at the base of the stone. 
   
  If the PCs arrived too late to stop the unlocking, 
  read or paraphrase this instead: 
   
  Near the rocky shore of Lake Tali, a strong 
  wind has picked up, forcing the waves to 
  crash loudly against the shore.  In the 
  distance, 120 feet from where you stand, with 
  the raging waves as a backdrop, harsh 
  purple waves of energy erupt from a large 
  stone, roughly 5-foot-square.  Two prone 
  figures rest at the base of the stone, while 
  one stands next to the stone, arms raised to 
  the sky. 
   
  Creatures: Wyvill decided, as the ritual to open 
  the portal began, that the usefulness of his two 
  partners has expired.  He wanted to be the one 
  to release Gahida alone, thus assuring his place 
  beside the lich as they together conquered first 
  Pekal’s enemies, then all of Pekal, then the rest 
  of Tellene.  Wyvill therefore knocked out 
  Copperhead and Listrella, the College of Magic 
  member who helped in the plan to release 
  Gahida.  Now Wyvill is either performing the 
  ritual herself, or has already succeeded and 
  awaits the arrival of Gahida. 
  Even before Gahida’s prison is unlocked, he still 
  has some power on Tellene, and the proximity of 
  the keys to the locked portal has drawn some of 
  that power to this area.  Fiendish creatures that 
  serve Gahida have been summoned to the area 
  to protect Wyvill while the unlocking takes place.  
  If the unlocking has already taken place, the 
  fiendish 
  creatures 
  are 
  called 
  instead 
  of 
  summoned, which means certain spells won’t 
  affect them as if they were summoned. 
   
  In addition, if the prison is opened, the vile 
  power of Gahida’s prison is pouring forth, acting 
  as an aid spell for Wyvill and the fiendish 
  creatures called by Gahida. 
   
  ATL 1 (EL 3) 
  Wyvill, Clr2: hp 15, see Appendix I 
  Fiendish Dire Rat (2): hp 5, see Monster 
  Manual p. 107 
   
  ATL 3 (EL 5) 
  Wyvill, Clr4: hp 27, see Appendix I 
  Fiendish Hyena (2): hp 13, see Appendix I 
   
  ATL 5 (EL 7) 
  Wyvill, Clr6: hp 39, see Appendix I 
  Fiendish Wolverine (2): hp 28, see Appendix I 
   
  ATL 7 (EL 10) 
  Wyvill, Clr9: hp 57, see Appendix I 
  Fiendish Tiger (2): hp 45, see Appendix I 
   
  ATL 9 (EL 12) 
  Wyvill, Clr11: hp 69, see Appendix I 
  Fiendish Dire Bear (2): hp 105, see Appendix I 
   
  Tactics: Wyvill begins the combat 120 feet from 
  the PCs, standing on a 5-foot-high square slab 
  of stone that is the portal to Gahida’s prison-
  plane.  He is holding the keys, preparing to 
  place them all on the stone and smash them, 
  thus releasing Gahida.  The PCs cannot see him 
  until they step out into the open from a scrub 
  forest, and he cannot see them.  When they exit 
  the forest, both see the other and initiative can 
  be called.  (Since the PCs are following 
  Biremun’s directions, it is unlikely they approach 
  in a different manner, but use your discretion if 
  they do.)  Note that the creatures have not yet 
  appeared. 
   
  When the two sides spot each other, roll 
  initiative for Wyvill and the creatures separately.  
  On his initiative, Wyvill drops the keys and 
  prepares for battle.  On their initiative, the 
  fiendish creatures appear next to the stone and 
  rush the PCs. 
   
  Developments: If the PCs defeat Wyvill before 
  the portal has been opened, you can move 
  immediately to Conclusion A. 
   
  However, if the prison has been opened, and the 
  PCs defeat Wyvill, read the following: 
   
  As your enemies fall before you, the 
  thundering of the dark energy and the 
  crackling of the waves suddenly grows 
  silent.  It is as if you have all gone deaf. 
   
  Then the energy coming from the stone 
  dissipates, and standing on the tall stone is a 
  skeletal figure wearing robes.  It looks at 
  your group for a moment, raises a hand, and 
  then lowers it.  A crackling voice booms from 
  the creature.  “You shall live as my 
  messengers.  Tell Pekal’s enemies that their 
  time is at hand.  Gahida will see them die 
  
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  Living Kingdoms of Kalamar 
  15
  horribly.”  He pauses, and then sweeps his 
  arms as if offering a benediction on all of 
  Tellene.  “Then tell my subjects that their 
  master has returned.  Soon my empire will be 
  rebuilt.” 
   
  At this point, Gahida casts time stop, and when 
  the PCs blink, the lich is gone.  Go to 
  Conclusion B. 
   
  Treasure: Wyvil has his basic equipment with 
  him and isn’t expecting to be interrupted. 
   
  • 
  ATL 
  1-3: 
  Heavy 
  Mace, 
  Heavy 
  Crossbow, Banded Mail, Holy Symbol of 
  the Emperor of Scorn, Full Canon of the 
  House of Scorn - The Stone Tablets 
  (certed) 
  • 
  ATL 
  5: 
  Masterwork 
  Heavy 
  Mace 
  (certed), Masterwork Heavy Crossbow 
  (certed), 
  Masterwork 
  Banded 
  Mail 
  (certed), Silver Holy Symbol of the 
  Emperor of Scorn, Full Canon of the 
  House of Scorn - The Stone Tablets 
  (certed) 
  • 
  ATL 7: Heavy Mace +1 (certed), 
  Masterwork Heavy Crossbow (certed), 
  Masterwork Banded Mail (certed), Silver 
  Holy Symbol of the Emperor of Scorn, 
  Full Canon of the House of Scorn - The 
  Stone Tablets (certed) 
  • 
  ATL 9: Heavy Mace +1 (certed), 
  Masterwork Heavy Crossbow (certed), 
  Banded Mail +1 (certed), Silver Holy 
  Symbol of the Emperor of Scorn, Full 
  Canon of the House of Scorn - The 
  Stone Tablets (certed) 
   
  Due to the symbols of the Emperor of Scorn, all 
  the equipment is hard to sell, unless the symbols 
  on the Heavy Crossbow are removed with a 
  single casting of Erase and the symbols on the 
  Banded Mail are removed with four castings of 
  Erase.  The Heavy Mace is shaped like the 
  symbol for the Emperor of Scorn, and thus 
  cannot be changed. 
   
  Copperhead and Listrella have been knocked 
  unconscious.  They will be arrested and their 
  belongings confiscated by Archmage Zenith and 
  his companions when they arrive on the scene 
  in the Conclusion. 
   
  If the PCs are defeated by Wyvill and the 
  creatures, Wyvill returns to his goal of opening 
  the portal.  Read the following: 
   
  As you fall before your enemies, Wyvill 
  laughs triumphantly.  “Now you will witness 
  the true power of the Emperor of Scorn’s 
  followers!”   
   
  Wyvill returns to the stone, his arms 
  upraised to the sky.  There is a terrible flash 
  and shudder as crackling purple waves of 
  energy erupt out of the stone. 
   
  The thundering of the dark energy and the 
  crackling of the waves suddenly grows 
  silent.  It is as if you have all gone deaf. 
   
  Then the energy coming from the stone 
  dissipates, and standing on the tall stone is a 
  skeletal figure wearing robes.  “Master,” 
  Wyvill exclaims as he falls to his knees, “I, 
  your loyal servant, have freed you from your 
  prison that you may once again rule your 
  lands!  What would you have me do?” 
   
  The figure looks at Wyvill and then gestures 
  for him to come closer.  Wyvill scrambles up 
  on top of the stone and kneels before it. 
   
  The creature places a hand upon Wyvill’s 
  head, and then grabs his hair violently.  
  Wyvill screams as dark energy envelops his 
  form.  The scream grows louder and higher 
  in pitch as his form shrivels up; his life force 
  being ripped from his body and absorbed 
  into the creature’s form.  The corpse grows 
  thinner and thinner, and just as you think it 
  is nothing but thin skin over bone, the body 
  collapses into dust and is whisked away on 
  the wind.  The skeletal creature seems to 
  grow in stature and presence, and then lets 
  out a bone-chilling laugh. 
   
  It looks at your group for a moment, raises a 
  hand, and then lowers it.  A crackling voice 
  booms from the creature.  “You shall live as 
  my messengers.  Tell Pekal’s enemies that 
  their time is at hand.  Gahida will see them 
  die horribly.”  He pauses, and then sweeps 
  his arms as if offering a benediction on all of 
  Tellene.  “Then tell my subjects that their 
  master has returned.  Soon my empire will be 
  rebuilt.” 
   
  You then pass out. 
   
  At this point, Gahida casts time stop and is long 
  gone by the time Archmage Zenith arrives on 
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  16
  the scene.  His grey elf companion casts cure 
  spells on the unconscious PCs, but sadly cannot 
  help the dead.  Go to Conclusion B, and 
  paraphrase the beginning. 
   
   
  CONCLUSION 
  Summary: Headmaster Zenith, Archmage and 
  Dean of the College of Magic, arrives on the 
  scene.  He either takes possession of the three 
  keys if they are still intact, or he surveys the 
  carnage if Gahida has been released.  In either 
  case, he offers the PCs rewards for their 
  bravery. 
   
   
  Conclusion A: 
   
  Read the following aloud: 
   
  As you cut down Wyvill, there is a brilliant 
  flash of light.  Turning, you see an older 
  gentleman in robes with a white beard and 
  spectacles, a staff in one hand and a wand in 
  the other.  Behind him are two other robed 
  individuals, a male grey elf and a female 
  human.  The female is carrying a wand in 
  each hand while the grey elf has a staff in 
  one hand and a holy symbol pointed in your 
  direction in the other.  Upon seeing you, the 
  bearded gentleman holds up a hand.  “Hold!” 
  he says authoritatively, “These are not our 
  enemy.” 
   
  The older man moves towards you.  “I am 
  Archmage Zenith, Dean of the College of 
  Magic.  My colleagues and I had received 
  word a half-hour ago that a terrible evil 
  power was about to be unleashed on Tellene.  
  Has that happened?” 
   
  Allow the PCs to explain the situation.  When 
  they are finished, continue: 
   
  Archmage Zenith looks at each of you and 
  smiles.  “Excellent work, all of you.  I had 
  only recently become aware that these 
  objects were keys that held Gahida locked 
  away from this world.  It is imperative that he 
  not be released, for the sake of Tellene.  To 
  ensure this does not happen, I will take the 
  three keys and personally secure them so no 
  one has knowledge of their whereabouts.”  
  He extends his hand in expectation.” 
   
  Zenith expects the PCs to hand over the 
  Bracers, the Eye, and the Vial.  His two 
  companions stand nearby poised to vaporize the 
  group if they do anything to the contrary.  Should 
  the PCs hesitate, Zenith grows a bit annoyed: 
   
  “I understand your reservations in handing 
  over the keys to me.  No doubt everything 
  that has happened in connection to them has 
  been stressful enough to cause suspicion of 
  anyone 
  involved 
  with 
  their 
  existence.  
  However, I would point out to you that the 
  safety of all of Tellene hinges on you 
  handing them over to me, and my colleagues 
  and I am prepared to take them from you by 
  force if necessary to ensure that safety.” 
   
  The PCs should choose the smarter path and 
  hand over the keys.  If they give indication that 
  they want to fight, point out that Zenith and his 
  companions appear to be extremely formidable, 
  have a sizeable number of items on their person 
  that appear magical, as well as staves and 
  wands pointed in their direction.  Make sure they 
  understand that fighting Zenith is a very bad 
  idea (As is attempting to Sleight of Hand 
  something off their person). 
   
  If the PCs decide to fight anyway, let them roll 
  initiative.  Whatever the results, have Zenith and 
  his companions top their initiative and proceed 
  to waste the entire party.  Use maximized 
  arcane and divine spells up to 8th-level, as well 
  as any major magic items you see fit that will 
  protect Zenith’s team and put the entire party out 
  of commission in a hurry.  This is not a fight the 
  PCs can win, nor are they meant to stand a 
  chance.  Zenith’s team is not playing around, 
  and he came ready for a much bigger fight than 
  the PCs. 
   
  Should the PCs want to barter with the 
  Archmage, they lose the opportunity to be richly 
  rewarded: 
   
  The Archmage shakes his head sadly, “I had 
  rather hoped that you were more heroic and 
  would 
  not 
  dishonor 
  yourselves 
  by 
  bargaining for the safety of Tellene.  This 
  situation goes far beyond that of material 
  gain.  I will only ask once more.  Please hand 
  over the keys to Gahida’s portal, or we will 
  relieve them of your possession by force.” 
   
  If the PCs choose to fight, see above. 
   
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  17
  If the PCs hand over the keys in any case: 
   
  The Archmage smiles with relief as he 
  collects the three items and places them 
  within a small bag.  “I thank you for making 
  the right decision.  All of Tellene is now 
  much safer due to your actions.  If you will 
  all come with me, I will ensure our safe 
  return to Bet Rogala.  We can conclude this 
  awful business and put it behind us once 
  and for all.” 
   
  He turns to his colleagues and says, “I would 
  like you to retrieve some reliable help from 
  the College and secure this area.  Ward it so 
  that no one returns here without the 
  knowledge of the College.  Ensure that none 
  of the dimensional seals have been damaged 
  and clear away these bodies.  If any of the 
  human or demi-human races are still alive, 
  place them under arrest and transfer them to 
  the Towers.  If any more of those beasts are 
  wandering about, destroy them on sight.  
  Scout the area to ensure no one has 
  witnessed these events, and then report to 
  me immediately after you are finished with 
  your findings.  Understand that this is to 
  remain completely confidential, and do not 
  reveal any more details than are necessary.”  
  They nod and the female chants a spell that 
  opens an energy gateway.  The grey elf and 
  the female mage move through the gateway 
  which closes behind them.  The Archmage 
  then waves his hands and chants, and you 
  find yourselves in a richly appointed office in 
  the College of Magic. 
   
  The Archmage looks at each of you and 
  smiles broadly.  “You have my gratitude as 
  well as the gratitude of Tellene for your 
  actions in preventing the return of Gahida.  I 
  do request your silence in this matter, 
  however, as we do not want to inform the 
  people of Pekal that an ancient evil lies 
  dormant at its doorstep, seeking a way to 
  return and subjugate all of Tellene to its 
  will.” 
   
  The Archmage pauses a moment, and then 
  says, “I will be securing the keys deep within 
  the vaults of the College in such a fashion 
  that not even I will know where they are or 
  how to retrieve them.  Even so, I do not wish 
  to face the possibility of Gahida securing his 
  return in some other fashion.  His phylactery 
  must be found, and I will need your 
  assistance in the future.  May I count on all 
  of you to respond to my summons no matter 
  where you are or what you are doing?” 
   
  Let the PCs respond.  Zenith hopes to find the 
  phylactery sometime in the near future and 
  destroy it, thus ending the threat of Gahida 
  permanently.  He also understands it is 
  important that there be no riots or uprisings from 
  panic setting into the population.  He gives no 
  answers to any questions put forth, politely but 
  firmly declining to reveal anything else about 
  Gahida. 
   
  If the PCs did not try to barter for the safety of 
  Tellene AND agree to keep what has happened 
  a secret, they are richly rewarded for their 
  efforts.  Give each of them the Favor of the 
  College of Magic cert and the Favorable 
  Notice of the Archmage cert, as well as the 
  following rewards according to ATL: 
   
  • 
  ATL 1-3: 100 Victories each; 
  • 
  ATL 5-7: 200 Victories each and a 
  Cloak of Resistance +1 (certed) for each 
  member of the party; or 
  • 
  ATL 9: 400 Victories each, a Cloak of 
  Resistance +1 (certed) for each member 
  of the party, and a Ring of Protection +1 
  for each member of the party. 
   
  If the PCs tried to get payment out of Zenith in 
  exchange for the keys AND/OR refuse to remain 
  quiet, then they each only receive the Favor of 
  the College of Magic cert. 
   
  As you leave the College, you are left with 
  the feeling that you have done a great 
  service.  As you walk, lost in thought, a small 
  child laughs and runs across the street in 
  front of you, into the outstretched arms of a 
  young mother.  She lifts the child up onto her 
  hip and joins hands with a young man, who 
  smiles at both of them.  You realize that even 
  though the people of this world will never 
  know what transpired near here or how close 
  they came to disaster; that you will never 
  receive their personal thanks or recognition, 
  a 
  strange 
  sense 
  of 
  satisfaction 
  and 
  determination comes over you that you made 
  the right choice, and will overcome any 
  threats the future holds for the land… 
   
  …Or die trying. 
   
  THE END…? 
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  18
   
   
  Conclusion B: 
   
  Read the following aloud: 
   
  As you continue to stare at the spot where 
  the lich Gahida was once standing, there is a 
  brilliant flash of light.  Turning, you see an 
  older gentleman in robes with a white beard 
  and spectacles, a staff in one hand and a 
  wand in the other.  Behind him are two other 
  robed individuals, a male grey elf and a 
  female human.  The female is carrying a 
  wand in each hand while the grey elf has a 
  staff in one hand and a holy symbol pointed 
  in your direction in the other.  Upon seeing 
  you, the bearded gentleman holds up a hand.  
  “Hold!” he says authoritatively, “These are 
  not our enemy.” 
   
  The older man moves towards you.  “I am 
  Archmage Zenith, Dean of the College of 
  Magic.  My colleagues and I had received 
  word a half-hour ago that a terrible evil 
  power was about to be unleashed on Tellene.  
  Has that happened?” 
   
  Allow the PCs to explain the situation.  When 
  they are finished, continue: 
   
  The Archmage looks at each of you and 
  shakes his head sadly.  He turns to his 
  companions and says, “My friends, we are 
  too late.  A great evil has been unleashed 
  upon Tellene.  I would like you to retrieve 
  some reliable help from the College and 
  secure this area.  Ward it so that no one 
  returns here without the knowledge of the 
  College.  Clear away these bodies, and if any 
  humans or demi-humans are still alive, place 
  them under arrest and transfer them to the 
  Towers.  If any more of those beasts are 
  wandering about, destroy them on sight.  
  Scout the area to ensure no one has 
  witnessed these events, and then report to 
  me immediately after you are finished with 
  your findings.  I will return to the College and 
  speak with the elder faculty.  I will inform 
  them of what has happened and that we will 
  need to begin a search of Pekal to pinpoint 
  any rises in negative energy.  I will then send 
  word 
  to 
  Prince 
  Kafen 
  immediately.  
  Understand that this is to remain completely 
  confidential, and do not reveal any more 
  details than are necessary.” 
   
  The two companions nod and the female 
  mage chants a spell that opens an energy 
  gateway.  The grey elf and the female mage 
  move through the gateway which closes 
  behind them.  Zenith turns back to all of you.  
  “I fear we have just been delivered from the 
  grasping hands of one tyrant into the cold 
  undead clutches of another.  Come with me.” 
   
  With that, Zenith waves his hands and 
  chants, and you find yourselves in a richly 
  appointed office in the College of Magic. 
   
  Archmage Zenith seats himself in a plush 
  leather desk chair, removes his spectacles, 
  rubs his eyes and sighs.  A few moments 
  pass with no sounds but that of the water 
  clock dripping away.  “I want you to know 
  that I do not blame you for what has 
  happened.  After all, you were trying to 
  prevent this from happening.  However, you 
  have now placed yourselves firmly in the 
  category of “Involved” whether you or I or 
  the Prince likes it or not, and I do request 
  your silence in this matter, as we do not want 
  to shatter the hopes of Pekal by informing its 
  people that an ancient evil now stalks the 
  lands, seeking to subjugate all of Tellene to 
  its will.” 
   
  The Archmage pauses a moment, and then 
  says, “I will be keeping a close eye on this 
  situation as it develops.  Gahida’s phylactery 
  must be found, and I will need your 
  assistance in the future.  May I count on all 
  of you to respond to my summons no matter 
  where you are or what you are doing?” 
   
  Let the PCs respond.  Archmage Zenith 
  understands the serious nature of Gahida being 
  unleashed, and also understands it is important 
  that there be no riots or uprisings from panic 
  setting into the population.  He gives no answers 
  to any questions put forth, politely but firmly 
  declining to reveal anything else about Gahida. 
   
  If the PCs agree to keep what has happened a 
  secret, they receive the Favor of the College of 
  Magic cert and the Favorable Notice of the 
  Archmage cert, as well as the following rewards 
  according to ATL: 
   
  • 
  ATL 1-3: 50 Victories each; 
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  19
  • 
  ATL 5-7: 100 Victories each and a 
  Cloak of Resistance +1 (certed) for each 
  member of the party; or 
  • 
  ATL 9: 200 Victories each, a Cloak of 
  Resistance +1 (certed) for each member 
  of the party –OR- a Ring of Protection 
  +1 for each member of the party. 
   
  If the PCs refuse to stay quiet or insult 
  Archmage Zenith, then they only receive the 
  Favor of the College of Magic cert. 
   
  Continue with the following: 
   
  As you leave the College, you are left with a 
  sick feeling in the pit of your stomach.  
  Things were bad enough with the war.  Now 
  there is something much worse that Pekal, 
  and possibly all of Tellene, must face.  As 
  you walk, lost in thought, a small child 
  laughs and runs across the street in front of 
  you, into the outstretched arms of a young 
  mother.  She lifts the child up on her hip and 
  joins hands with a young man, who smiles at 
  both of them.  You realize that even though 
  the people of this world may never know 
  what has transpired near here or how much 
  they are in terrible danger, a strange sense 
  of determination comes over you that you 
  will face that danger head on, and overcome 
  the darkness that has been unleashed upon 
  the land... 
   
  …Or die trying. 
   
  THE END…?
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  20
  Awards 
   
  TREASURE: 
  Encounter 1: 10 gp each from Volis Lamir in payment for finding out what happened to his son; or 
   
   
  30 gp each if they show Volis Lamir the message sent by Elis 
  Encounter 6: 300 gp, 4 Cure Light Wounds potions (certed), and 2 Cure Moderate Wounds potions 
  (certed); the players receive these only if they find them and can get themselves out of legal trouble as 
  detailed in the encounter; otherwise they remain at the shrine 
  Encounter 7: Longsword x5 (15 gp, sell for 8 gp each); Light Wooden Shield x5 (3 gp, sell for 2 gp each); 
  Javelin x15 (1 gp, sell for 5 sp each); Studded Leather Armor x5 (25 gp, sell for 13 gp each); Selling this 
  equipment earns the attention of the authorities; the equipment and gold are confiscated, the PCs are 
  fined 100 gp each, and the characters are forced to use their Non-Adventuring Activity for this adventure 
  for time spent in jail. 
   
  Encounter 8: Varies by ATL.  Due to the symbols of the Emperor of Scorn, all equipment is hard to sell, 
  unless the symbols on the Heavy Crossbow are removed with a single casting of Erase and the symbols 
  on the Banded Mail are removed with four castings of Erase.  The Heavy Mace is shaped like the symbol 
  for the Emperor of Scorn, and thus cannot be changed; 
  • 
  ATL 1-3: Heavy Mace (12 gp, sell for 4 gp); Heavy Crossbow (50 gp, sell for 16 gp, 25 gp without 
  symbols); Banded Mail (250 gp, sell for 81 gp, 125 gp without symbols ); Holy Symbol of the 
  Emperor of Scorn (1 gp, sell for 2 sp) Full Canon of the House of Scorn - The Stone Tablets 
  (certed) 
  • 
  ATL 5: Masterwork Heavy Mace (certed), Masterwork Heavy Crossbow (certed), Masterwork 
  Banded Mail (certed), Silver Holy Symbol of the Emperor of Scorn (25 gp, sell for 8 gp), Full 
  Canon of the House of Scorn - The Stone Tablets (certed) 
  • 
  ATL 7: Heavy Mace +1 (certed), Masterwork Heavy Crossbow (certed), Masterwork Banded Mail 
  (certed), Silver Holy Symbol of the Emperor of Scorn, Full Canon of the House of Scorn - The 
  Stone Tablets (certed) 
  • 
  ATL 9: Heavy Mace +1 (certed), Masterwork Heavy Crossbow (certed), Banded Mail +1 (certed), 
  Silver Holy Symbol of the Emperor of Scorn, Full Canon of the House of Scorn - The Stone 
  Tablets (certed) 
   
  Conclusion A: Varies by PCs decisions; 
  • 
  If the heroes made all the right choices (hand over the three keys without negotiating a payment 
  AND agree to maintain secrecy about Gahida) - Favor with the College of Magic (certed), 
  Favorable Notice of the Archmage (certed), and the following based on ATL: 
  o 
  ATL 1-3: 100 Victories each; 
  o 
  ATL 5-7: 200 Victories each and a Cloak of Resistance +1 (certed) for each member of 
  the party; or 
  o 
  ATL 9: 400 Victories each, a Cloak of Resistance +1 (certed) for each member of the 
  party, and a Ring of Protection +1 for each member of the party. 
  • 
  If the heroes made any wrong choices (negotiating a price for the three keys OR refusing to 
  maintain secrecy about Gahida) - Favor with the College of Magic (certed) 
   
  Conclusion B: Varies by PCs decisions; 
  • 
  If the heroes agree to maintain secrecy about Gahida – Favor with the College of Magic (certed), 
  Favorable Notice of the Archmage (certed), and the following based on ATL: 
  o 
  ATL 1-3: 50 Victories each; 
  o 
  ATL 5-7: 100 Victories each and a Cloak of Resistance +1 (certed) for each member of 
  the party; or 
  o 
  ATL 9: 200 Victories each, a Cloak of Resistance +1 (certed) for each member of the 
  party –OR- a Ring of Protection +1 for each member of the party. 
  • 
  If the heroes choose not to maintain secrecy about Gahida – Favor with the College of Magic 
  (certed) 
   
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  21
  OTHER AWARDS 
   
  Potion of Cure Light Wounds 
  This vial contains a translucent light green liquid that smells and tastes faintly like citrus fruit.  Value: 50 
  gp.  Resale Value: 25 gp.  Tradable: Yes. 
   
  Potion of Cure Moderate Wounds 
  This vial contains a translucent green liquid that smells and tastes like citrus fruit.  Value: 300 gp.  Resale 
  Value: 150 gp.  Tradable: Yes. 
   
  Masterwork Heavy Mace 
  This two-handed mace is medium-sized and of exceptional quality.  If it weren’t for it being a stylized 
  version of the symbol for the Emperor of Scorn, a heroic individual would benefit from its weight and 
  balance.  Finding a buyer for this item is difficult.  Value: 312 gp.  Resale Value: 100 gp.  Tradable: Yes. 
   
  Masterwork Heavy Crossbow 
  This big crossbow is medium-sized and of exceptional quality.  Provided the hate symbols emblazoned 
  on its sides could be removed, a heroic individual would be proud to own such a weapon.  Finding a 
  buyer for this item is difficult, unless the symbols are removed by a single casting of Erase.  Value: 350 
  gp.  Resale Value: 115 gp.  (Without symbols, 175 gp.)  Tradable: Yes. 
   
  Masterwork Banded Mail 
  This banded mail is medium-sized and of exceptional quality.  If it weren’t for all the hate symbols and the 
  big symbol for the Emperor of Scorn emblazoned upon the chest pieces, a heroic individual would look 
  rather dashing in such a suit of armor.  Finding a buyer for this item is difficult, unless the symbols are 
  removed by four castings of Erase.  Value: 400 gp.  Resale Value: 130 gp. (Without symbols, 200 gp.)  
  Tradable: Yes. 
   
  Heavy Mace +1 
  This two-handed mace is medium-sized and glows darkly with magic.  If it weren’t for it being a stylized 
  version of the symbol for the Emperor of Scorn, a heroic individual would benefit from its weight, balance, 
  and magical properties.  Finding a buyer for this item is difficult.  Value: 2,312 gp.  Resale Value: 740 gp.  
  Tradable: Yes. 
   
  Banded Mail +1 
  This banded mail is medium-sized and of exceptional quality.  If it weren’t for all the hate symbols and the 
  big symbol for the Emperor of Scorn emblazoned upon the chest pieces, a heroic individual would look 
  rather dashing and feel well protected in such a suit of armor.  Finding a buyer for this item is difficult 
  unless the symbols are removed by four castings of Erase.  Value: 1,400 gp.  Resale Value: 450 gp. 
  (Without symbols, 700 gp.)  Tradable: Yes. 
   
  Full Canon of the House of Scorn - The Stone Tablets 
  This is a full collection of all 16 Tablets of the Canon for the House of Scorn transcribed onto individual 
  scrolls.  All of the scrolls are rolled up into a single thick scroll and kept in a gold and dark blue scroll 
  case.  Finding a buyer for the Canon is difficult.  For more information, see the Kingdoms of Kalamar 
  Player’s Guide, pp. 108-109.  Value: 70 gp.  Resale Value: 25 gp.  Tradable: Yes. 
   
  Favor of the College of Magic 
  You have done a favor for the College of Magic.  If you continue this practice you may earn some favor 
  with the College.  Perhaps they will feel as though they owe you something.  Consult the College of Magic 
  meta-organization document for more information.  Value: N/A.  Resale Value: N/A.  Tradable: No. 
   
  Favorable Notice of the Archmage 
  You have shown your true colors to Archmage Zenith, Dean of the College of Magic.  You have also 
  agreed to keep the secret of Gahida from the populace at large, and will respond immediately to any 
  summons by Archmage Zenith, no matter the time or place.  Who knows what may come of your actions 
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  22
  and involvement with such a powerful leader within Pekal?  One thing is for certain; it is far better to be 
  regarded as an ally than regarded as an enemy by one of the most powerful wizards known on the face of 
  Tellene.  Value: N/A.  Resale Value: N/A.  Tradable: No. 
   
  Cloak of Resistance +1 
  This finely woven cloak rests comfortably about the shoulders.  Its magical properties make you feel a bit 
  more prepared for what little surprises life may throw at you.  Value: 1,000 gp.  Resale Value: 500 gp.  
  Tradable: Yes. 
   
  Ring of Protection +1 
  This hefty silver ring seems to shine brightly in the light.  Its properties make you feel as if you are 
  enveloped in a constant force field.  Value: 2,000 gp.  Resale Value: 1,000 gp.  Tradable: Yes. 
   
   
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  23
  Experience Points and Day Units 
   
  Experience is awarded to PCs based on the number of adventures the PC has 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. 
   
  Total Possible Experience Reward 
   
   
   
   
  500 xp  
  1000 xp 
   
  EXPERIENCE 
  Tier 1  
  Tier 2 
  Tier 3 
  Encounter 5 Defeat the undead at the warehouse 
  100 xp 
  225 xp 
  300 xp 
  Encounter 8: Get location from Biremun or escape with him 
  150 xp 
  325 xp 
  500 xp 
  Encounter 9: Defeat enemies before the portal is opened 
  150 xp 
  300 xp 
  500 xp 
  OR 
   
   
   
  Encounter 9: Defeat enemies after the portal is opened 
  100 xp 
  200 xp 
  300 xp 
  Discretionary Experience for Role Playing 
  100 xp 
  150 xp 
  200 xp 
  Total Possible Experience Reward 
  500 xp 
  1000 xp 
  1500 xp 
   
  A judge who “eats” this adventure (judges the adventure without playing it first) receives the Total 
  Possible Experience Reward according to their character’s level. 
   
  The campaign directors ask you, the judge, to mark down which Conclusion the PCs receive (either A or 
  B) and have you or your Senior DM email the campaign staff with this information at 
  alana.joli@kenzerco.com with “From Ashes to Ashes Conclusion Results” in the subject line.  Please 
  respond no later than December 31st, 2006.
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  24
  Appendix I:  NPCs and Monsters 
   
  ATL 1 
   
  Soldiers: Male Human War1; CR 1; 
  Medium Humanoid (Human/Half-orc); 
  HD 1d8+1; hp 9; 
  Init +1; Spd 30 ft/x4; 
  AC 15 (+3 armor, +1 shield, +1 dex), touch 11, flat-footed 14; 
  Base Atk/Grapple +1/+3; 
  Full Atk +3 One-handed (1d8+2; 19-20/x2, Longsword), +2 Thrown (1d6+2; 20/x2, Javelin (Thrown)); 
  AL NG; SV Fort +3, Ref +1, Will +1; 
  Str 14(+2), Dex 12(+1), Con 12(+1), Int 10(+0), Wis 12(+1), Cha 10(+0); 
  Skills: Climb +4, Jump +4, Swim +2. 
  Feats: Blind-Fight, Endurance 
   
  Possessions: Longsword, Light Wooden Shield, Javelin x3, Studded Leather Armor 
   
  Wyvill: Male Human Clr2; CR 2; 
  Medium Humanoid (Human); 
  HD 2d8+2; hp 15; 
  Init +0; Spd 20 ft/x3; 
  AC 16 (+6 armor), touch 10, flat-footed 16; 
  Base Atk/Grapple +1/+3; 
  Full Atk +3 Two-handed (1d8+3; 20/x2, Heavy Mace), +1 Two-handed (1d10; 19-20/x2, Heavy 
  Crossbow); 
  SA & SQ: Spontaneous Casting, Restricted Spells, Rebuke Undead (Su); 
  AL NE; SV Fort +4, Ref +0, Will +7; 
  Str 14(+2), Dex 10(+0), Con 12(+1), Int 10(+0), Wis 14(+2), Cha 13(+1); 
  Skills: Concentration +6, Diplomacy +6, Knowledge (religion) +5. 
  Feats: Combat Casting, Iron Will; 
   
  Spells: 0-level/4; 1st-level/3+1; 
  0-level prepared: Cure Minor Wounds, Detect Magic, Guidance, Resistance 
  1st-level prepared: Bane, Cause Fear, Doom*, Summon Monster I 
  *Domain spell 
  Domains: Evil (You cast evil spells at +1 caster level), Hatred (Once per day, as a free action, choose one 
  opponent.  Against that opponent you gain a +2 profane bonus on attack rolls, saving throws, and Armor 
  Class.  This supernatural ability lasts one minute.  From Kingdoms of Kalamar Player’s Guide, p. 153) 
   
  Spontaneous Casting: Can spontaneously cast inflict spells, by sacrificing a pre-prepared spell of equal or 
  higher level. 
   
  Restricted Spells: Cannot cast Good spells. 
   
  Rebuke Undead (Su): Can rebuke undead 4 times per day. A rebuking check is made on 1d20+3; 
  rebuking damage is equal to 2d6+3 on a successful check. 
   
  Possessions: Heavy Mace, Heavy Crossbow, Banded Mail, Holy Symbol of the Emperor of Scorn, Full 
  Canon of the House of Scorn - The Stone Tablets 
   
  ATL 3 
   
  Soldiers: Male Human War2; CR 2; 
  Medium Humanoid (Human); 
  HD 2d8+2; hp 15; 
  
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  Living Kingdoms of Kalamar 
  25
  Init +1; Spd 30 ft/x4; 
  AC 15 (+3 armor, +1 shield, +1 dex), touch 11, flat-footed 14; 
  Base Atk/Grapple +2/+4; 
  Full Atk +4 One-handed (1d8+2; 19-20/x2, Longsword), +3 Thrown (1d6+2; 20/x2, Javelin (Thrown)); 
  AL NG; SV Fort +4, Ref +1, Will +1; 
  Str 14(+2), Dex 12(+1), Con 12(+1), Int 10(+0), Wis 12(+1), Cha 10(+0); 
  Skills: Climb +5, Jump +5, Swim +3. 
  Feats: Blind-Fight, Endurance 
   
  Possessions: Longsword, Light Wooden Shield, Javelin x3, Studded Leather Armor 
   
  Fiendish Hyenas: CR 2;  
  Medium Magical Beast;  
  HD 2d8+4; hp 13;  
  Init +2; Spd 50;  
  AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12;  
  Base Atk/Grapple +1/+3;  
  Full Atk Bite +3 melee (1d6+3);  
  SA & SQ: Trip, Smite Good, Darkvision 60', Low-Light Vision, Scent, Cold/Fire Resistance 5, SR 7;  
  AL NE; SV Fort +5, Ref +5, Will +1;  
  Str 14, Dex 15, Con 15, Int 3, Wis 13, Cha 6;  
  Skills: Hide +3, Listen +6, Spot +4.  
  Feats: Alertness 
   
  Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal 
  to its HD total against a good-aligned foe. 
   
  Trip (Ex): A hyena that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a 
  free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the hyena.  
   
  Skills: *Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth. 
   
  Wyvill: Male Human Clr4; CR 4;  
  Medium Humanoid (Human); 
  HD 4d8+4; hp 27;  
  Init +0; Spd 20 ft/x3; 
  AC 16 (+6 armor), touch 10, flat-footed 16;  
  Base Atk/Grapple +3/+5; 
  Full Atk +5 Two-handed (1d8+3; 20/x2, Heavy Mace), +3 Two-handed (1d10; 19-20/x2, Heavy 
  Crossbow); 
  SA & SQ: Spontaneous Casting, Restricted Spells, Rebuke Undead (Su); 
  AL NE; SV Fort +5, Ref +1, Will +8;  
  Str 14(+2), Dex 10(+0), Con 12(+1), Int 10(+0), Wis 15(+2), Cha 13(+1); 
  Skills: Concentration +8, Diplomacy +8, Knowledge (religion) +5, Knowledge (the planes) +2.  
  Feats: Combat Casting, Iron Will, Power Attack 
   
  Spells: 0-level/5; 1st-level/4+1; 2nd-level/3+1 
  0-level prepared: Cure Minor Wounds, Detect Magic, Guidance, Read Magic, Resistance 
  1st-level prepared: Bane, Cause Fear, Doom*, Shield of Faith, Summon Monster I 
  2nd-level prepared: Aid, Death Knell, Hold Person, Scare* 
  *Domain spell 
  Domains: Evil (You cast evil spells at +1 caster level), Hatred (Once per day, as a free action, choose one 
  opponent.  Against that opponent you gain a +2 profane bonus on attack rolls, saving throws, and Armor 
  Class.  This supernatural ability lasts one minute.  From Kingdoms of Kalamar Player’s Guide, p. 153) 
   
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  26
  Spontaneous Casting: Can spontaneously cast inflict spells, by sacrificing a pre-prepared spell of equal or 
  higher level. 
   
  Restricted Spells: cannot cast Good spells. 
   
  Rebuke Undead (Su): Can rebuke undead 4 times per day. A rebuking check is made on 1d20+3; 
  rebuking damage is equal to 2d6+5 on a successful check. 
   
  Possessions: Heavy Mace, Heavy Crossbow, Banded Mail, Holy Symbol of the Emperor of Scorn, Full 
  Canon of the House of Scorn - The Stone Tablets 
   
  ATL 5 
   
  Soldiers: Male Human War3; CR 3; 
  Medium Humanoid (Human); 
  HD 3d8+3; hp 21; 
  Init +1; Spd 30 ft/x4; 
  AC 15 (+3 armor, +1 shield, +1 dex), touch 11, flat-footed 14; 
  Base Atk/Grapple +3/+5; 
  Full Atk +5 One-handed (1d8+2; 19-20/x2, Longsword), +4 Thrown (1d6+2; 20/x2, Javelin (Thrown)); 
  AL NG; SV Fort +4, Ref +2, Will +4; 
  Str 14(+2), Dex 12(+1), Con 12(+1), Int 10(+0), Wis 12(+1), Cha 10(+0); 
  Skills: Climb +6, Jump +6, Swim +4. 
  Feats: Blind-Fight, Endurance, Iron Will 
   
  Possessions: Longsword, Light Wooden Shield, Javelin x3, Studded Leather Armor 
   
  Fiendish Wolverines: CR 2;  
  Medium Magical Beast;  
  HD 3d8+15; hp 28;  
  Init +2; Spd 30 burrow 10, climb 10;  
  AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12;  
  Base Atk/Grapple +2/+4;  
  Full Atk 2 Claws +4 (1d4+2), Bite -1 melee (1d6+1);  
  SA & SQ: Rage, Smite Good, Darkvision 60', Low-Light Vision, Scent, Cold/Fire Resistance 5, SR 8;  
  AL NE; SV Fort +7, Ref +5, Will +2;  
  Str 14, Dex 15, Con 19, Int 3, Wis 12, Cha 10;  
  Skills: Climb +10, Listen +6, Spot +6.  
  Feats: Alertness, Toughness, Track 
   
  Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and 
  biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to 
  Armor Class. The creature cannot end its rage voluntarily. 
   
  Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal 
  to its HD total against a good-aligned foe. 
   
  Skills: Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
   
  Wyvill: Male Human Clr6; CR 6; 
  Medium Humanoid (Human); 
  HD 6d8+6; hp 39; 
  Init +0; Spd 20 ft/x3; 
  AC 18 (+8 armor), touch 10, flat-footed 18; 
  Base Atk/Grapple +4/+6; 
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  27
  Full Atk +7 Two-handed (1d8+3; 20/x2, Masterwork Heavy Mace), +5 Two-handed (1d10; 19-20/x2, 
  Masterwork Heavy Crossbow); 
  SA & SQ: Spontaneous Casting, Restricted Spells, Rebuke Undead (Su); 
  AL NE; SV Fort +6, Ref +2, Will +10; 
  Str 14(+2), Dex 10(+0), Con 12(+1), Int 10(+0), Wis 15(+2), Cha 13(+1); 
  Skills: Concentration +10, Diplomacy +10, Knowledge (religion) +5, Knowledge (the planes) +4. 
  Feats: Combat Casting, Iron Will, Power Attack, Cleave 
   
  Spells: 0-level/5; 1st-level/4+1; 2nd-level/4+1; 3rd-level/2+1 
  0-level prepared: Cure Minor Wounds, Detect Magic, Guidance, Read Magic, Resistance 
  1st-level prepared: Bane, Cause Fear, Doom*, Shield of Faith, Summon Monster I 
  2nd-level prepared: Aid, Death Knell, Hold Person, Resist Energy, Scare* 
  3rd-level prepared: Bestow Curse*, Blindness/Deafness, Searing Light 
  *Domain spell 
  Domains: Evil (You cast evil spells at +1 caster level), Hatred (Once per day, as a free action, choose one 
  opponent.  Against that opponent you gain a +2 profane bonus on attack rolls, saving throws, and Armor 
  Class.  This supernatural ability lasts one minute.  From Kingdoms of Kalamar Player’s Guide, p. 153) 
   
  Spontaneous Casting: Can spontaneously cast inflict spells, by sacrificing a pre-prepared spell of equal or 
  higher level. 
   
  Restricted Spells: cannot cast Good spells. 
   
  Rebuke Undead (Su): Can rebuke undead 5 times per day. A rebuking check is made on 1d20+4; 
  rebuking damage is equal to 2d6+8 on a successful check. 
   
  Possessions: Masterwork Heavy Mace, Masterwork Heavy Crossbow, Masterwork Banded Mail, Silver 
  Holy Symbol of the Emperor of Scorn, Full Canon of the House of Scorn - The Stone Tablets 
   
  ATL 7 
   
  Soldiers: Male Human Ftr4; CR 4; 
  Medium Humanoid (Human); 
  HD 4d10+8; hp 39; 
  Init +2; Spd 30 ft/x4; 
  AC 16 (+3 armor, +1 shield, +2 dex), touch 12, flat-footed 14; 
  Base Atk/Grapple +4/+6; 
  Full Atk +7 One-handed (1d8+4; 19-20/x2, Longsword), +6 Thrown (1d6+2; 20/x2, Javelin (Thrown)); 
  AL NG; SV Fort +6, Ref +3, Will +4; 
  Str 14(+2), Dex 14(+2), Con 14(+2), Int 10(+0), Wis 12(+1), Cha 10(+0); 
  Skills: Climb +7, Jump +7, Swim +5. 
  Feats: Blind-Fight, Endurance, Iron Will, Toughness, Weapon Focus (Longsword), Weapon Specialization 
  (Longsword) 
   
  Possessions: Longsword, Light Wooden Shield, Javelin x3, Studded Leather Armor 
   
  Fiendish Tigers: CR 5;  
  Large Magical Beast;  
  HD 6d8+18; hp 45;  
  Init +2; Spd 40;  
  AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Space/Reach 10 ft. /5 ft;  
  Base Atk/Grapple +4/+14;  
  Full Atk 2 Claws +9 melee (1d8+6), Bite +4 melee (2d6+3);  
  SA Improved Grab, Pounce, Rake (1d8+3), Smite Good; SQ Darkvision 60', Low-Light Vision, Scent, 
  Cold/Fire Resistance 5, SR 11, DR 5/magic;  
  AL NE; SV Fort +8, Ref +7, Will +3;  
  
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  Living Kingdoms of Kalamar 
  28
  Str 23, Dex 15, Con 17, Int 3, Wis 12, Cha 6;  
  Skills: Balance +6, Hide +3, Move Silently +9, Spot +3, Swim +11.  
  Feats: Alertness, Improved Natural Weapon (bite), Improved Natural Weapon (claw) 
   
  Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to 
  start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
   
  Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +9 melee, damage 1d8+3. 
   
  Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal 
  to its HD total against a good foe. 
   
  Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass 
  or heavy undergrowth, the Hide bonus improves to +8. 
   
  Wyvill: Male Human Clr9; CR 9; 
  Medium Humanoid (Human); 
  HD 9d8+9; hp 57; 
  Init +0; Spd 20 ft/x3; 
  AC 18 (+8 armor), touch 10, flat-footed 18; 
  Base Atk/Grapple +6/+8; 
  Full Atk +9/+4 Two-handed (1d8+4; 20/x2, Heavy Mace +1), +7 Two-handed (1d10; 19-20/x2, 
  Masterwork Heavy Crossbow); 
  SA & SQ: Spontaneous Casting, Restricted Spells, Rebuke Undead (Su); 
  AL NE; SV Fort +7, Ref +3, Will +11; 
  Str 14(+2), Dex 10(+0), Con 12(+1), Int 10(+0), Wis 15(+2), Cha 14(+2); 
  Skills: Concentration +13, Diplomacy +14, Knowledge (religion) +5, Knowledge (the planes) +7. 
  Feats: Combat Casting, Iron Will, Power Attack, Cleave, Quicken Spell. 
   
  Spells: 0-level/6; 1st-level/5+1; 2nd-level/5+1; 3rd-level/3+1; 4th-level/2+1; 5th-level/1+1 
  0-level prepared: Cure Minor Wounds, Detect Magic, Guidance x2, Read Magic, Resistance 
  1st-level prepared: Bane, Cause Fear, Cure Light Wounds, Doom*, Shield of Faith, Summon Monster I 
  2nd-level prepared: Aid, Cure Moderate Wounds, Death Knell, Hold Person, Resist Energy, Scare* 
  3rd-level prepared: Bestow Curse*, Blindness/Deafness, Cure Serious Wounds, Searing Light 
  4th-level prepared: Divine Power, Spell Immunity, Unholy Blight* 
  5th-level prepared: Slay Living, Righteous Might* 
  *Domain spell 
  Domains: Evil (You cast evil spells at +1 caster level), Hatred (Once per day, as a free action, choose one 
  opponent.  Against that opponent you gain a +2 profane bonus on attack rolls, saving throws, and Armor 
  Class.  This supernatural ability lasts one minute.  From Kingdoms of Kalamar Player’s Guide, p. 153) 
   
  Spontaneous Casting: Can spontaneously cast inflict spells, by sacrificing a pre-prepared spell of equal or 
  higher level. 
   
  Restricted Spells: Cannot cast Good spells. 
   
  Rebuke Undead (Su): Can rebuke undead 5 times per day. A rebuking check is made on 1d20+4; 
  rebuking damage is equal to 2d6+11 on a successful check. 
   
  Possessions: Heavy Mace +1, Masterwork Heavy Crossbow, Masterwork Banded Mail, Silver Holy 
  Symbol of the Emperor of Scorn, Full Canon of the House of Scorn - The Stone Tablets 
   
  ATL 9 
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  29
   
  Soldiers: Male Human Ftr7; CR 7; 
  Medium Humanoid (Human); 
  HD 7d10+14; hp 63; 
  Init +2; Spd 30 ft/x4; 
  AC 16 (+3 armor, +1 shield, +2 dex), touch 12, flat-footed 14; 
  Base Atk/Grapple +7/+9; 
  Full Atk +10/+5 One-handed (1d8+4; 19-20/x2, Longsword), +10/+5 Thrown (1d6+4; 20/x2, Javelin 
  (Thrown)); 
  AL NG; SV Fort +7, Ref +4, Will +5; 
  Str 14(+2), Dex 14(+2), Con 14(+2), Int 10(+0), Wis 12(+1), Cha 10(+0); 
  Skills: Climb +10, Jump +10, Swim +8. 
  Feats: Blind-Fight, Endurance, Iron Will, Toughness, Weapon Focus (Longsword; Javelin), Weapon 
  Specialization (Longsword; Javelin) 
   
  Possessions: Longsword, Light Wooden Shield, Javelin x3, Studded Leather Armor 
   
  Fiendish Dire Bears: CR 9;  
  Large Magical Beast;  
  HD 12d8+51; hp 105;  
  Init +1; Spd 40;  
  AC 17 (-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Space/Reach 10 ft. /5 ft;  
  Base Atk/Grapple +9/+23;  
  Full Atk 2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5);  
  SA & SQ: Improved Grab, Smite Good, Darkvision 60', Low-Light Vision, Scent, Cold/Fire Resistance 10, 
  SR 17, DR 10/magic;  
  AL NE; SV Fort +12, Ref +9, Will +9;  
  Str 31, Dex 13, Con 19, Int 3, Wis 12, Cha 10;  
  Skills: Listen +10, Spot +10, Swim +13. 
  Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw) 
   
  Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start 
  a grapple as a free action without provoking an attack of opportunity. 
   
  Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal 
  to its HD total against a good-aligned foe. 
   
  Wyvill: Male Human Clr11; CR 11; 
  Medium Humanoid (Human); 
  HD 11d8+11; hp 69; 
  Init +0; Spd 20 ft/x3; 
  AC 19 (+9 armor), touch 10, flat-footed 19; 
  Base Atk/Grapple +8/+10; 
  Full Atk +11/+6 Two-handed (1d8+4; 20/x2, Heavy Mace), +9 Two-handed (1d10; 19-20/x2, Heavy 
  Crossbow); 
  SA&SQ: Spontaneous Casting, Restricted Spells, Rebuke Undead (Su); 
  AL NE; SV Fort +8, Ref +3, Will +12; 
  Str 14(+2), Dex 10(+0), Con 12(+1), Int 10(+0), Wis 15(+2), Cha 14(+2); 
  Skills: Concentration +15, Diplomacy +16, Knowledge (religion) +5, Knowledge (the planes) +9 
  Feats: Combat Casting, Iron Will, Power Attack, Cleave, Quicken Spell 
   
  Spells: 0-level/6; 1st-level/6+1; 2nd-level/5+1; 3rd-level/4+1; 4th-level/3+1; 5th-level/2+1; 6th-level/1+1 
  0-level prepared: Cure Minor Wounds, Detect Magic, Guidance x2, Read Magic, Resistance 
  1st-level prepared: Bane, Cause Fear, Cure Light Wounds x2, Doom*, Shield of Faith, Summon Monster I 
  2nd-level prepared: Aid, Cure Moderate Wounds, Death Knell, Hold Person, Resist Energy, Scare* 
  3rd-level prepared: Bestow Curse*, Blindness/Deafness, Cure Serious Wounds, Searing Light x2 
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  30
  4th-level prepared: Divine Power, Poison, Spell Immunity, Unholy Blight* 
  5th-level prepared: Righteous Might*, Slay Living, Spell Resistance 
  6th-level prepared: Create Undead*, Harm 
  *Domain spell 
  Domains: Evil (You cast evil spells at +1 caster level), Hatred (Once per day, as a free action, choose one 
  opponent.  Against that opponent you gain a +2 profane bonus on attack rolls, saving throws, and Armor 
  Class.  This supernatural ability lasts one minute.  From Kingdoms of Kalamar Player’s Guide, p. 153) 
   
  Spontaneous Casting: Can spontaneously cast inflict spells, by sacrificing a pre-prepared spell of equal or 
  higher level. 
   
  Restricted Spells: Cannot cast Good spells. 
   
  Rebuke Undead (Su): Can rebuke undead 5 times per day. A rebuking check is made on 1d20+4; 
  rebuking damage is equal to 2d6+13 on a successful check. 
   
  Possessions: Heavy Mace +1, Masterwork Heavy Crossbow, Banded Mail +1, Silver Holy Symbol of the 
  Emperor of Scorn, Full Canon of the House of Scorn - The Stone Tablets  
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  31
  Appendix II: Additional Rules 
   
  Encounter 4 Warehouse Map 
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  32
  Appendix II: Additional Rules 
   
  Encounter 7 Lake Shore Map 
   
   
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  33
  APPENDIX III: Player Handout 1 
   
  [A young lad wearing a uniform of the Guild of Messengers delivers this message to 
  you.  The paper is of the finest quality, and it bears the seal of the College of Magic.] 
   
  Brave Adventurer, 
   
  Having turned to you in the past, I am aware of your unique talents.  Through your 
  skills, I now wear the Bracers of Haran and my studies at the College of Magic 
  progress nicely.  However, recently I feel I have been under observation by forces 
  that I cannot see or recognize.  My friends and peers call me paranoid, but I can 
  feel the eyes of some unknown and hidden person following my every move.  I 
  fear I may be in great danger. 
   
  I have used my newly learned magical abilities in an attempt to ascertain what is 
  happening, but I have not been able to find anything amiss.  I even consulted some 
  of my instructors, but no one has been able to explain my feelings or halt them.  I 
  know this sounds foolish, but I cannot shake the feeling that something terrible is 
  going to happen to me. 
   
  Please meet me tonight after the 9th bell.  Ask for me with the barkeep at The 
  Oyster Bed in the Dock Ward.  He will give further instructions about how to 
  contact me.  I apologize for the subterfuge I have been forced to employ, but I 
  think you will find my caution is warranted.  You will be compensated for your 
  time, of course. 
   
  Yours in great need, 
   
  Elis Lamir 
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  34
   
  APPENDIX III: Player Handout 2 
   
  [A Kalamaran woman approaches you.  Although you have never seen her before, she 
  seems to know who you are, because she does not hesitate in the delivery of her 
  message, and she calls you by name.  She does not hand you any paper, but instead 
  recites a message that she has obviously memorized.] 
   
  “I deliver the following message on behalf of my master, the merchant P’Dilago, with 
  whom you have had dealings in the past.  He has had an extraordinary offer to sell an 
  item known as the Eye of Romelo, which you had a hand in procuring on his behalf.  
  The potential buyer of the Eye has not revealed his identity, but the sum being offered 
  for the gem is enough to warrant extra caution in the specifics of the transaction.  
  P’Dilago wishes to have an escort and guard to make sure nothing unfortunate 
  happens.” 
   
  “This evening at half-past the 8th bell, P’Dilago wants you to meet him at his shop, 
  P’Dilago Antiques, in Old Town.  From there you will escort him to the place where the 
  transaction will take place, offer protection during the transaction, and then escort him 
  back to his shop.” 
   
  “P’Dilago will be unavailable before that time, as he has several tasks to complete 
  before this transaction.  If you are willing to undertake the assignment, tell me, and I will 
  relay the message.  Your compensation will be most generous.” 
   
  [The woman, who says her name is Jelokir, waits for your answer.  She doesn’t have 
  any other information on the details.  She waits for your answer, either affirmative or 
  negative, and then leaves.] 
   
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  35
  APPENDIX III: Player Handout 3 
   
  [An owl grasping a thin scroll case in its talons flies past you, dropping the case at your 
  feet.  It does not wait for a reply as it flies back off toward the center of the city.] 
   
  I do not know how you got my name or 
  figured out my connection to the events 
  surrounding the Bracers, the Eye, and the 
  Dust of Gahida, but you risk much making 
  contact with me.  However, since your 
  exploits at the estate of the tinkerer in 
  Baneta have thrust you into these 
  circumstances, I am willing to grant you an 
  audience at the time and place you 
  requested.  Please take great precautions 
  to make sure you are not followed, and 
  understand that any treachery on your part 
  will be met with the use of deadly force on 
  mine. 
   
  A Friend 
   
  [After you read the last word of the note, it bursts into flames and disintegrates in front 
  of your eyes.] 
   
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  36
  APPENDIX III: Player Handout 4 
   
  The judge is encouraged to separate each of these fragments and distribute them according to who can 
  read the appropriate languages.  Each entry has its original language first, followed by a translation into 
  English to represent being able to read the entry in character.  High Kalamaran is different than Low 
  Kalamaran, but they use the same alphabet and basic rules of grammar.  Thus a character that knows 
  either language can read Entry 1, although it is a bit difficult for those who only know Low Kalamaran.  
  Archaic Kalamaran uses the same alphabet as well, but due to differences in sentence structure, verb 
  and noun usage, and conjugation, it is practically a foreign language to a modern Kalamaran speaker.  
  Feel free to read a general synopsis of Entry 3 out loud to those who speak High or Low Kalamaran, as 
  only those who know Ancient Kalamaran, make a DC 15 Decipher Script check or can cast Comprehend 
  Languages or a similar spell can fully understand Entry 3. 
  --------------------------------------------------------------------------------------------------------------------- 
  Entry 1 
  --From “Α Ηερετι αλ Ηιστορ οφ τηε Καλαμαραν Εμπιρε” 
   
  “Βεφορε τηε εσταβλισημεντ οφ τηε Καλαμαραν Εμπιρε τηε λανδ τηατ ισ το
  δα κνοων ασ Πεκαλ ωασ ρυλεδ β α διαβολι αλλ ποωερφυλ μαγε πριεστ κνο
  ων ασ Γαηιδα  Ωηιλε ηισ ρυλε ωασ υν ομπρομισινγ ανδ αβσολυτε ηισ νατι
  ον τηριϖεδ υνδερ ηισ τ ρανν  Τηε πεασαντσ ανδ αρτισανσ αλικε υακεδ υν
  δερ ηισ οκε ιτ ισ τρυε  Βυτ ιν α τιμε ωηερε ωαρ ανδ στριφε σαϖαγεδ σο μαν
   νατιονσ Γαηιδα ωασ αβλε το ραισε ανδ λεαδ αν αρμ τηατ ρυσηεδ αν ινϖ
  αδερσ ηυμανσ δεμι ηυμανσ ανδ μονστερσ αλικε  Ωηατ ηαππενεδ το Γαηιδ
  α ισ λοστ το τηε αγεσ αλτηουγη οραλ ηιστοριεσ πασσεδ δοων φρομ γενερα
  τιον το γενερατιον φιναλλ τυρνινγ ιντο φολκλορε συγγεστ τηατ Γαηιδα μα 
  ηαϖε ρειγνεδ εϖεν αφτερ ηισ δεατη  Ωηετηερ τηισ ισ α αυτιοναρ ταλε ορ α
   φαιρ ταλε ισ ριφε ωιτη σπε υλατιον” 
  --------------------------------------------------------------------------------------------------------------------- 
  Entry 1 
  --From “A Heretical History of the Kalamaran Empire” (penned in High 
  Kalamaran) 
   
  “Before the establishment of the Kalamaran Empire, the land that is today 
  known as Pekal was ruled by a diabolically powerful mage-priest known as 
  Gahida.  While his rule was uncompromising and absolute, his nation 
  thrived under his tyranny.  The peasants and artisans alike quaked under 
  his yoke, it is true.  But in a time where war and strife savaged so many 
  nations, Gahida was able to raise and lead an army that crushed any 
  invaders—humans, demi-humans, and monsters alike.  What happened to 
  Gahida is lost to the ages, although oral histories passed down from 
  generation to generation—finally turning into folklore—suggest that Gahida 
  may have reigned even after his death.  Whether this is a cautionary tale or 
  a fairy tale is rife with speculation.” 
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  37
  Entry 2 
  --From a tome entitled “Τηε Σανχτιτψ οφ Πυρε Ωρατη” 
   
  “Μορμοϖ ισ τηε προτεχτορ οφ ηομε ανδ ηεαρτη τηε βρινγερ οφ σωιφτ υστιχε  Ωηεν ονε 
  ρεμαινσ πυρε σεεσ πυριτψ ασ τηε ηοτ ωηιτε φλαμε τηατ πυργεσ τηοσε υνωορτηψ τηεν 
  ονε χαννοτ βε δεφεατεδ  Τηε ινϖασιον ανδ συβ υγατιον χαν ονλψ χομε ωηεν ονε τυρνσ 
  ηισ βαχ ον Μορμοϖ φαιλινγ το ηεεδ Μορμοϖ σ ωορδσ ανδ αλλοωινγ τηε χορρυπτιον οφ
   τηοσε λεσσ ωισε λεσσ στρονγ λεσσ πυρε  Τηε προτεχτορ οφ τηε ηεαρτλανδ τηε σχουργ
  ε οφ ουτσιδερσ τηε τψραντ οφ τηε λα ε αβοϖε τηε βαψ τοο Μορμοϖ ιντο ηισ προυδ ηεα
  ρτ ανδ επτ αλλ πυρε ηισ βοδψ ηισ λανδ ηισ πεοπλε ανδ φιναλλψ ηισ υνδψινγ σουλ  Λετ 
  υσ λοο υπον τηατ εαλτεδ ονε ιν Μορμοϖ σ εψεσ λοο υπον ηιμ ανδ λεαρν ωηατ χαν βε δ
  ονε ωηεν ωε λετ τηε βυρνινγ ηατρεδ τοωαρδ τηοσε ωηο ωουλδ ταιντ υσ ωιτη τηειρ διφφ
  ερενχεσ φλαμε οπενλψ ανδ ωιτηουτ ρεμορσε” 
  --------------------------------------------------------------------------------------------------------------------- 
  Entry 2 
  --From a tome entitled “The Sanctity of Pure Wrath” (penned in Brandobian) 
   
  “Mormov is the protector of home and hearth—the bringer of swift justice.  When one 
  remains pure, sees purity as the hot white flame that purges those unworthy, then one 
  cannot be defeated.  The invasion and subjugation can only come when one turns his 
  back on Mormov, failing to heed Mormov’s words and allowing the corruption of those 
  less wise, less strong, less pure.  The protector of the heartland, the scourge of 
  outsiders, the tyrant of the lake above the bay, took Mormov into his proud heart and 
  kept all pure: his body, his land, his people, and finally his undying soul.  Let us look 
  upon that exalted one in Mormov’s eyes, look upon him and learn what can be done 
  when we let the burning hatred toward those who would taint us with their differences 
  flame openly and without remorse.” 
  --------------------------------------------------------------------------------------------------------------------- 
  Entry 3 
  --From a scroll, very old, with no title 
   
  “Ιτ ωασ ον τηε σηορεσ οφ τηε λιττλε λακε ιν τηε μουνδσ ωηερε τηε ωερε φο
  ρ εδ το αβανδον τηειρ προτε τορ το προτε τ τηεμσελϖεσ φρομ ηισ ινσανιτ  
  Ωιτη τηρεε κε σ τηε διδ βινδ ηισ σουλ υναβλε το δεστρο ιτ  Τηε τηρεε κε σ 
  ωερε σπιριτεδ αωα τηε μαστερσ οφ τηε κεσ ϖοωινγ το νεϖερ σπεακ αγαιν  
  Τηε κνεω τηατ ιν σπεακινγ αγαιν τηε κε σ μιγητ αγαιν φινδ εα η οτηερ ανδ 
  τηε ομινγ τογετηερ οφ τηε κε σ μεαντ τηε ποσσιβιλιτ τηατ τηε δοορ μιγητ βε
   οπενεδ  Τηατ δοορ τηε κνεω μυστ νεϖερ βε οπενεδ  Τηατ ωηι η αννοτ βε δε
  στρο εδ μυστ βε λο κεδ αωα  Ονλ τηε τηρεε κε σ μεετινγ ατ τηε πλα ε οφ τηε
   λο κινγ ωουλδ ρελεασε τηε τοολ οφ ωρατη ανδ ηατρεδ” 
   
   
  Entry 3 
  
  From Ashes to Ashes 
  Living Kingdoms of Kalamar 
  38
  --From a scroll, very old, with no title (penned in archaic Kalamaran) 
   
  “It was on the shores of the little lake in the mounds where they were 
  forced to abandon their protector to protect themselves from his insanity.  
  With three keys they did bind his soul, unable to destroy it.  The three keys 
  were spirited away, the masters of the keys vowing to never speak again.  
  They knew that in speaking again, the keys might again find each other, 
  and the coming together of the keys meant the possibility that the door 
  might be opened.  That door, they knew, must never be opened.  That 
  which cannot be destroyed must be locked away.  Only the three keys 
  meeting at the place of the locking would release the tool of wrath and 
  hatred.” 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 3rd Edition/RPGA/Living Kalamar Organised Play/Adventures/LKoK41_From_Ashes_to_Ashes.pdf