TEXT: Sinkhole
  Ket Adaptation v1.0
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  Sinkhole
  Adaptation Sheet for Ket Ver 2
  Adaptable scenarios are very general. Please try to paraphrase the text, and add appropriate cultural
  references wherever and whenever possible. This adventure should feel like it is taking place in the
  nation of Ket to the PCs and to the players.  It is strongly recommended that you keep a copy of the
  Ket Regional Flyer (http://ket.oerth.com/download/Ket_Flyer1-2.pdf) on hand for some sample random
  NPC names and general notes about Ketite culture as an aid in your portrayal of Ket.
  ‘Ket’ characters may play this adventure as a “in home regional scenario” costing them one time
  unit if this adaptation sheet is used. A PC’s declared home region is not the same as a PC’s
  background, but normally ends up being the same. Players living in the Eastern Canada Living
  Greyhawk region have ‘Ket’ as their default home region. Characters that do not have ‘Ket’ as their
  home region must spend two time units to play this event.
  If an official adaptation sheet is not used then this adventure is considered “out” of region for all
  PCs regardless of their home region. It is strongly recommended that you use an adaptation sheet for
  any and all adaptable modules if one exists. Adaptation sheets from other regions cannot be used for
  this or other adaptable modules that run in the Eastern Canada LG region.
  Con Coordinators should get an adaptation sheet directly from the Ket Triad to ensure that they get
  the latest version.  Gatherings that get adaptation sheets from other sources risk being deemed not to
  have adapted version of the scenario.
  Location:
  The adventure starts in Ket’s Lopolla province and takes place in Ket’s Durva province.  The
  village of Dulkar is located at the edge of the Banner hills approximately 30 miles south of the city of
  Lopolla. The Unicorn’s Rest (the tavern the PCs begin at in the intro) is a forgettable waystop a little
  way south from the route between Lopolla and all points further west. It is one day’s travel by horse to
  the village from the Unicorn’s Rest.
  Durva Province forms the southern border of Ket. All of the Bramblewood south and west of the
  Irafa road belongs to this province, along with the Banner Hills. In truth, however, the province is
  almost entirely devoid of inhabitants, and is a province only in name.
  The Hamlet of Dunset is the Hamlet of Dulkar in Ket, and has the following statistics (don’t use the
  sidebar provided for ‘core’ versions of this adventure):
  Dulkar (hamlet): Conventional; AL N; 100gp limit; assets 700gp; Population 140; Isolated (135
  humans, 4 halflings, 1 half-elf—afraid of orcs and half-orcs).
  Introduction A&B:
  This adventure will most likely be run via “Introduction B: To The Quick” as the adventure
  typically runs longer than 4 hours.  Because of this, and because the general information is applicable,
  specific changes to this section have not been detailed.  However if you run “Introduction A: At the
  Tavern” please choose random Ketite names for the NPCs in the intro, cut the Barkeep’s tale
  (Appendix B) and make minor changes (such as weapon choice) to friendly NPC statblocks. (If stuck
  for names, remember there are 1000 suggestions on the Ket webpage at http://ket.oerth.com/names.html
  and a dozen on the Ket Regional Flyer).
  Specific notes for Introduction B are: 1) The bard’s name is “Ashraf of Zeif.” 2) There have been
  no problems or stories of hobgoblins to speak of. Problems with Orcs and Ogres are common tales
  however.
  
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  Names:
  The following are changes to the names of the people in the module to give a more Ketite feel:
  Name in Module
  Role of NPC
  New Adapted name
  Ashlyn of Safeton
  Travelling bard
  Ashraf of Zeif
  Milat Ranel*
  Oldest son
  Milat ben Raham
  Tomat Ranel*
  Younger son
  Tus ben Raham
  Anella Ranel*
  Widow
  Anahita al’Dulkar
  Father
  Dead husband/father
  Raham al’Dulkar
  * Family names are only used by nobles.  If a second name is used, it is typically a descriptor like a
  physical attribute, the father’s name or a place name.
  The Bandits: ‘Dead’ or ‘Alive’
  The authorities do not want the bandits “dead or alive”. They want the bandits alive only. The standard
  reasons that the authorities want them alive in Ket apply in this adventure too. In Ket, the somewhat
  harsh law is in theory applied to all equally. An adventurer does not have the right to take the life of
  another Ket citizen, even if that said citizen is trying to murder the adventurer. To use real damage is
  considered assault, even when defending ones self. Subdual damage is the legal way to defend yourself
  from bodily harm.
  Exceptions are sometimes made for extreme cases, such as a cultist of a hated god, being killed in
  battle.
  Due to the distance between communities and the sparse population, Threshers are empowered with
  more authority then Threshers of the more civilized regions. Jurats are not available for all the villages,
  so a small group Jurats travel different circuits, bring justice with them. Instead of using Lower
  Watches like the populated provinces, Threshers are used in small garrisons to enforce the laws of Ket
  in Durva province.
  Should the adventurers break any laws, the Threshers will act harshly and with full authority of the
  region. Should any PCs survive the combat, they will be held for the arrival of the local circuit Jurat.
  After the bandits are brought in alive to the Threshers, the Jurat will arrive in two days. The Jurat is
  Gohha al’Jurat, 4th level Cleric of Al Akbar.
  Zelonin the sorcerer, is the only member of bandits that will be sentenced to death by the Jurat. The
  other bandits are sent to the mines.  Zelonin will be ordered stoned to death by the villagers he and his
  bandits preyed upon.  This will give time to ensure that the bandits have been properly interrogated
  and that families of those he killed are notified. The PCs can participate in the stoning if they so desire.
  • The authorities do not trust the PCs.  The PCs could be the bandits themselves and simply killed a
  group of travelers, turn their bodies over to the authorities and claim the travelers were the bandits.
  Then the true bandits could collect their own bounty and leave to terrorize somewhere else.
  • Death in battle is an honourable death. Death in battle is relatively quick and merciful compared to
  the long and painful punishments criminals may actually deserve.  Do not be merciful to the
  enemies of Ket. It is also murder, should the deceased turn out to be innocent. Also, adventurers do
  not have the authority to take the life of Ket Citizens.
  
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  • The public eye.  The public will feel safer if they witness the punishment of a criminal with their
  own eyes.  At the same time, an example is made so that criminals will know what will be befall
  them.  If a criminal is punished with but a handful to bare witness, their dishonour will not become
  known.
  • That might not have been all of them. It is very possible that the criminals were working with
  others that got away or were not present. If nothing is known about them, they may escape
  punishment.  Ket has many enemies.
  • Criminals may have valuable information. Criminals may know of importation information that
  can be used against the enemies of Ket.
  • Death is inconvenient. It is a lot harder to interrogate a corpse that doesn’t feel pain than it is to
  interrogate a criminal that does.  For every spell that is used when it wasn’t necessary, it could
  have been used to protect Ket, and aid those that do.
  • The criminal may not actually deserve death. One of the standard punishments in Ket is to put a
  violent criminal to work in the mines. Killing a criminal deprives the workforce of labour before
  they die.
  • You might have made a mistake. Death is relatively permanent, and it’s a lot harder to defend your
  honour when your head is not attached to your body.  If you make a mistake, you become the
  criminal.
  Monsters
  The primary adversaries of this adventure are hobgoblins. Some may express concern at exterminating
  the tribe because Ket uses hobgoblins as mercenaries.  Learning of the hobgoblins, the authorities are
  definitely concerned because they do not know the intentions of the hobgoblins in the area. If a
  hobgoblin is brought to them alive for questioning, they give the PCs 100gp as a bounty. It should be
  noted, that some hobgoblins work as mercenaries of Ket, but not all or most.
  Conclusion
  The chain shirt belonging to the widow’s husband was taken from Quen the Olve himself, not given to
  Raham by Quen.  Also make sure to paraphrase the box text and do not use any of the box text after “I
  know some of you are the noble type…”
  Scenario Errata and Clarifications:
  • Certs are not required for the disease described in the adventure, or for any other condition a
  character might be inflicted with during the course of any adventure.  If a cert is provided, it is for
  ease of use, nothing more.  (Yes, even if a character’s death was uncerted, it is still dead.)
  • At some APLs Xelab has ‘maximized burning hands’ prepared.  Change all such spells to
  ‘enlarged burning hands’.
  • Gems are considered trade goods and are sold for 100% of their value vs. 50% value for most other
  goods.
  • Contrary to what the adventure states, Craft checks may be attempted untrained. If the PCs wish to
  cut the emeralds, the gemcutter must state the DC they are attempting to reach, without knowledge
  of the value of the gem at that particular DC. Appraise checks can be used to get an idea of the
  value the gem would be at a particular DC.  Remember, a failed Craft check by 5 or more ruins half
  the raw materials, and the spell “Guidance” lasts only 1 minute and does not last long enough to
  affect any Craft roll. (Example: If the would-be-gemcutter wanted to cut an emerald at DC20, and
  only got DC18, the gem would be worth 100gp, not 300gp.) 
  
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        Regardless if the PCs are trained or untrained in gemcutting, the two uncut gems can only be
  cut if and only if the PCs have gemcutting tools available.  It is possible to purchase such tools at
  the general store mentioned in the adventure (but not masterwork versions at that store).
  • Additionally, while this is not errata, it should be stressed: If the PCs decide to cut the emeralds,
  the PCs must make their gem cutting check at the table. The adventure is very clear that the
  emeralds must be cut at the table so if they are not cut, mark them as being worth 200gp and that
  200gp is the gem’s maximum value on whatever logsheet.
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/591/Normal Scenarios/Ket Adaptation Sheets/Ket - Sinkhole Adaptation Sheet.pdf