TEXT: KET3I-O1
  Secrets of the Past
  A One-Round D&D LIVING GREYHAWK®
  Ket Introductory Regional Adventure
  Version 1
  Round 1
  by Stephen Baker
              Triad Editor: Chris Chesher
  Just outside of Polvar, a Baklunish archaelogist is excavating a ruin and needs some equipment
  delivered.  It should be a routine trip, to earn a bit of extra spending money and see the countryside. An
  introductory adventure for level 1 characters only.
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of
  Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast,
  Inc. Scenario detail copyright 2001 by Wizards of the Coast, Inc. ALL RIGHTS
  RESERVED. This scenario is intended for tournament use only and may not be
  reproduced 
  without 
  approval 
  of 
  the 
  RPGA 
  Network.
  
  Secrets of the Past
  [Round 1]
  Page 2
  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, but the actual playing time will be closer
  to three hours. The rest of the time is spent in
  preparation before game play, and scoring after
  the game. 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.
  Preparation
  First you should print this scenario. This scenario
  was created to support double-sided printing, but
  printing it single sided will work as well. There is
  enough room along the inside margin to bind the
  adventure, if you desire.
  Read this entire adventure at least once
  before you run your game. Be sure to familiarize
  yourself with any special rules, spells, or
  equipment presented in the adventure. It may
  help to highlight particularly important passages.
  When you run an RPGA D&D adventure we
  assume that you have access to the following
  books: the Player’s Handbook, the Dungeon
  Master’s Guide, and the Monster Manual. We
  also assume that you have a set of dice (at least
  one d4, d6, d8, d10, d12, and d20), some scrap
  paper, a pencil, an RPGA scoring packet, and
  your sense of fun. It is also a good idea to have a
  way to track movement during combat. This can
  be as simple as a pad of graph paper and a
  pencil, as handy as a vinyl grid map and chits, or
  as elaborate as resin dungeon walls and
  miniatures.
  Instruct the players either to prepare their
  characters now, or wait until you read the
  introduction, depending on the requirements of
  the scenario as described in the introduction.
  Keep in mind that you must have at least four
  players (not counting the DM), for the game
  session to be a sanctioned RPGA event. As well,
  you cannot have more than seven players
  participating in the game, including the DM.
  Once you are ready to play, it is handy to
  instruct each player to place a nametag in front of
  him or her. The tag should have the player’s
  name at the bUlricm, and the character’s name,
  race, and gender at the top. This makes it easier
  for the players (and the DM) to keep track of who
  is playing which character.
  The players are free to use the game rules to
  learn about equipment and weapons their
  characters are carrying. That said, you as the DM
  can bar the use of even core rule books during
  certain times of play. For example, the players are
  not free to consult the Dungeon Master’s Guide
  when confronted with a trap or hazard, or the
  Monster Manual when confronted with a monster.
  Some of the text in this scenario is written so
  that you may present it as written to the players,
  while other text is for your eyes only. Text for the
  players will be in gray boxes. It’s strongly
  recommended that you paraphrase the player text
  instead of reading it aloud. Some of this text is
  general and must be adapted to the specific
  situation or to actions of the player characters.
  Scoring
  After the players have completed the scenario or
  the time allotted to run the scenario has run out,
  the players and DM score the game. The RPGA
  has three ways to score its games. Consult your
  convention coordinator to determine 
  which
  method to use for this scenario:
  1. No-vote scoring: The players write their
  names and RPGA numbers on the scoring
  packet grid. You fill in the top of the grid. That
  is all. No one is rated. This method is used for
  people who are just playing for fun.
  2. Partial scoring: The players rate the game
  master and the scenario on their player voting
  sheet, and provide personal information, but
  don’t vote for other players. The game master
  rates the scenario and completes personal
  and event information, but does not rate the
  players as a team or vote for players. This
  method is used when there is no competition,
  but the event coordinator wants information
  on how the game masters are performing, or
  the game master wants feedback on his or
  her own performance.
  3. Voting: Players and game masters complete
  the entire packet, including voting for best
  player. If this method is used, be sure to allow
  about 15-20 minutes for the players to briefly
  describe their characters to the other players,
  and about 5-10 
  minutes for voting. This
  method is used when the players want to
  know who played the “best” amongst the
  group, or when the adventure is run in
  tournament format with winners and prizes.
  When using voting, rank the players in order of
  your voting choice while they are completing their
  forms, so that you are not influenced by their
  comments on your abilities. It’s a good idea to
  
  Secrets of the Past
  [Round 1]
  Page 3
  have the players vote while you determine
  treasure and experience awards for the scenario.
  After voting, give the Scoring Packet to your
  event coordinator.
  This is a LIVING GREYHAWK Adventure.  As a
  LIVING adventure it is expected that players
  bring their own characters with them.  If players
  do not have a LIVING GREYHAWK character
  generated, get a copy of the current LIVING
  GREYHAWK character generation guidelines,
  and a character sheet from your convention
  coordinator or the RPGA Web site, ant then
  have any players without a character create on.
   Once all players have a LIVING GREYHAWK
  character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it
  is also recommended that you have a copy of
  the LIVING GREYHAWK Gazetteer.
  Living Greyhawk Levels of
  Play
  Because players bring their own characters to
  LIVING GREYHAWK games, this adventure’s
  challenges are proportioned to the average
  character level of the PCs participating in the
  adventure. To determine the Average Party
  Level (APL):
  1. Determine the character level for each
  of 
  the 
  PCs 
  participating 
  in 
  the
  adventure.
  2. If PCs bring animals that have been
  trained for combat (most likely being war
  horses, dogs trained for war), other than
  those brought by virtue of a class ability
  (i.e. 
  animal 
  companions, 
  familiars
  paladin’s mounts, etc) use the following
  chart to determine the number of levels
  you add to the sum above. Add each
  character’s animals separately. A single
  PC may only bring four or fewer animals
  of this type, and animals with different
  CRs are added separately.
  CR                     1         2         3         4
  1/4 & 1/6
  0
  0
  0
  1
  1/3 & 1/2
  0
  0
  1
  1
  1
  1
  1
  2
  3
  2
  2
  3
  4
  5
  3
  3
  4
  5
  6
  4
  4
  5
  6
  7
  3. Sum the results of 1 and 2, and divide
  by the number of characters playing in
  the adventure – round up.
  4. If you are running a table of six PCs,
  add one to that average.
  By following these four steps, you will have
  determined the APL. Throughout this adventure,
  APLs categorize the level of challenge the PCs
  will face. APLS are given in even-numbered
  increments. If the APL of your group falls on an
  odd number, ask them before the adventure
  begins whether they would like to play a harder
  or easier adventure. Based on their choice, use
  either the higher or the lower adjacent APL.
  APL also affects the amount of experience
  you may gain at the end of the adventure. If your
  character is three character levels or more either
  higher or lower than the APL this adventure is
  being played at, that character will receive only
  half of the experience points awarded for the
  adventure. This simulates the face that either
  your character was not as challenged as normal,
  or relied on help by higher-level characters to
  reach the objectives.
  Note: LIVING GREYHAWK adventures are
  designed for APL 2 and higher. Three or four, or
  sometimes even five 1st-level characters may
  find difficulty with the challenges in a LIVING
  GREYHAWK adventure. If your group is APL 1
  there are three things that you can do to help
  even the score.
  1. Attempt to create a table of six 1st-level
  characters, or try to enlist higher-level
  characters to play at that table.
  2. Advise characters to buy riding dogs to
  help protect them, and fight for them. All
  riding dogs are considered trained to
  attack. PCs who want their dogs to
  attack must succeed at a Handle Animal
  or Charisma check (DC 10). Failure
  indicates that the animal will not attack
  that round. This is a free action (spoken
  command) that may be attempted each
  round. If an animal loses half or more hp
  in a single round it flees, unless another
  check is successful.
  Time Units and Upkeep
  This is an Introductory one-round Regional
  adventure, set in Ket.  Characters native to Ket
  
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  [Round 1]
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  pay one Time Unit per round, all others pay two
  Time Units per round.  Adventurer’s Standard
  Upkeep costs 12gp per round.  Rich Upkeep
  costs 50gp per round.  Luxury Upkeep costs
  100gp per round.
  Adventure Summary and
  Background
  The adventure begins in the city of Polvar.  A
  local merchant (Essendi) is looking to deliver a
  set of precision digging and clearing tools to
  Farid bey’Hassan, a noted archaeologist who
  sent in an order.  The delivery date is today but
  the merchant has no delivery persons available
  on this short notice.
  At the site, Bey’Hassan will explain what he is
  doing (researching an old villa from the time of
  the Baklunish Empire) and give the characters a
  tour.  He will display old writings on the villa wall
  (and note Ancient Baklunish is nearly identical to
  the current dialect, for those that can speak it),
  as well as giving a bit of a history of the
  Baklunish Empire. The characters are free to
  wander around the site for a few hours, as it will
  be too late in the day to return to Polvar (and
  they will be invited by bey’Hassan to stay the
  evening).
  They may circulate and role-play, asking the
  various assistants and others about the dig and
  the surroundings.  Some of the background of
  Ket will be revealed during these discussions, as
  the Judge sees fit.
  During this time, the players will also be made
  aware that the diggers find this site cursed and
  are scared of continuing.  In particular, a large
  stone doorway has been uncovered which
  bey’Hassan says leads to a wine cellar, but the
  diggers are not so sure.  If the characters
  choose to investigate, they can find that it is
  actually partially cracked open, as if someone
  has already been inside.
  Inside they actually discover this is a burial
  chamber.  The old crypt is a family site and
  would normally house not only burial tombs but
  also urns of ashes generated by a cremation
  when that custom took hold.  Some of the villa
  itself stood until just after the time of the Brazen
  Horde, allowing for the introduction of their
  customs.  Now, however, a curse has been
  activated, meant to protect the crypt from
  intruders (the bandits broke in earlier and stole
  some treasure).  The curse is gradually growing
  in power – currently it has activated 3 of the
  skeletons in the crypt to defend itself.
  Discovering the curse requires a Knowledge
  Arcana roll, DC 15 (+2 Synergy with 4 ranks of
  Spellcraft or more) and can be assisted by a
  number of different checks inside the wine
  cellar.
  As the party recovers from the attack, they will
  spot an argument between two people at the
  site, in the sheds used to clean and store the
  artifacts. One of the people is, in fact, a
  disguised bandit.  He is terrified, not only of the
  curse but that he might be the target of it.  It is
  quite possible to fight the digger, or possibly get
  him to admit to the danger and facts and help
  out 
  the 
  party. 
  Converting 
  the 
  bandit, 
  if
  attempted, requires Diplomacy or Intimidate
  Before long (2 hours), creatures will be
  summoned.  Zombies stumble into camp (if
  asked, there is a battleground from the war with
  the Brazen Horde nearby).  The night is cloudy
  and vision will be down to just torchlight, if that.
  After the Zombie encounter, the diggers will
  revolt.  They will demand that the site be
  abandoned until clerics of Istus can be brought
  to make it safe.  The party can attempt to
  mitigate the extent of the revolt by offering to
  "break the curse”.  Bey’Hassan will suggest this
  if not otherwise offered (they may not have
  thought of this or found out reasons to enact
  such an offer). If the stolen urns are returned,
  any cleric that can channel positive energy can
  restore the crypt to a proper state of grace.
  To break the curse, the party needs to track
  down the bandits and return the urns (with
  ashes) to the crypt.  They can rest before
  starting this tracking attempt. It will be a tracking
  effort to locate the bandits, although there is
  assistance if nobody in the party can track. A
  warning trap at the entrance to the cave protects
  the bandits.
  Once this is all accomplished, further details on
  the recent war with Bissel will be shared, either
  by party members who recall this during the
  tracking or by members of the Threshers, called
  out to take the bandits into custody.
  
  Secrets of the Past
  [Round 1]
  Page 5
  Note for the Judge:
  A general note on representing the in-game
  word usage for NPCs when referring to the
  names of gods. Due to the reverence (and
  sometimes fear) of these most divine and
  powerful beings, the NPCs do not use the true
  name of the god in vain during idle conversation
  or reference. Only when the god’s power is truly
  being invoked (though not necessarily by a
  spell) is the true name used. It’s a firm belief that
  to use the gods’ true name invokes that being’s
  attention. The descriptive name used can also
  sometimes refer to which sect or view the
  worshipers have of their god, but this is not
  always the case. For instance, if the NPCs in
  this scenario wish to refer to Nurell, they say,
  “The Reaper”, in an attempt to avoid his
  attention. Also, the NPCs in this Scenario refer
  to Al’Akbar as “The Restorer of Righteousness”,
  for the sect that is being referenced with that
  aspect of the god identifies him in that aspect of
  his portfolio over other parts. Other examples of
  usage for a god’s name as; To say, “Fharlanghn
  Rules the Roads” is a blessing, invoking the
  god’s power. To say “Zilchus be poor” is
  profanity.
  Relations with other states
  Relations with Veluna are currently poor.  The
  nation has recently withdrawn from all over the
  VTF metaregion, pulling troops back to the main
  country.  Ket is naturally suspicious of this
  action, particularly since the only area not
  abandoned was in Thornward.  Characters from
  Veluna will spend one extra TU entering Ket as
  they are closely questioned and held-up at the
  border for this module.
  Background:
  Polvar, in eastern Ket, has recently become the
  centre of archaeological digs in the country.
  Now, 
  prominent 
  archaeologists, 
  Farid
  bey’Hassan amongst them, have begun to
  research and dig.
  The site of this dig is a moderate sized villa
  dating from the time of the Baklunish Empire.  It
  was abandoned some years after the invasion of
  the Brazen Horde. The villa was recently
  partially uncovered by a mudslide.  Bey’Hassan
  has permission from the local noble to dig on
  this land as he is related distantly to the man,
  however he must present anything of value that
  is found to the Archons in Polvar.
  The villa is arranged in much the same manner
  as any in Ket these days (the style has not
  changed much).  It is a building with many
  rooms looking into a large inner courtyard.  The
  stables are prominent and form one wall of the
  villa.  The main entrance leads past the stables
  into the courtyard, and there is another section
  for servants and kitchens.  Located directly
  behind the villa, approximately 30 feet away, is
  the crypt. Many villas in Ket these days no
  longer have a crypt attached to them, having
  converted the use to wine cellars in the past few
  hundred years when the custom of burning the
  dead was introduced by the intermarriage with
  the Brazen Horde to many of the noble class. 
  The current preference by nobles is to venerate
  dead in the temples to Al’Akbar and keep the
  urns of their ancestors in more prominent
  locations on their property, generally the shrine
  to Al’Akbar (thus the mistake that bey’Hassan
  has made). Commoners in Ket mainly keep with
  burial of the dead and rarely burn them, except
  when desperate. It should be noted that not all
  the noble clans in Ket have adopted the culture
  of the Brazen Horde.
  Adventure Synopsis
  Introduction:  The party is approached by a
  merchant representative in Polvar to deliver a
  load of high-quality dig supplies to the camp of
  Farid bey’Hassan
  Encounter #1: The party will reach the camp
  and be allowed to wander around, asking
  questions and seeing the camp.
  Encounter #2: The party may be apprised of a
  stone doorway that leads to a “wine cellar” – if
  carefully investigated, will find it has already
  been opened, and there is an encounter with
  Skeletons.  The breach of this “wine cellar”
  earlier unleashed a curse upon the camp and
  surrounding area.
  Encounter #3: The party will see a digger who
  is very worried being insulted and try to run.  He
  is actually a bandit in disguise, very worried
  about the possibility that they (the bandits) have
  activated a curse.  
  
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  [Round 1]
  Page 6
  Encounter #4: The curse will drive Zombies into
  the camp in the very late night.
  Encounter #5: In the morning, following the
  Zombie attack, the diggers will revolt and may
  leave camp, depending on the actions of the
  characters. The party may choose to intervene
  and try to break the curse.
  Encounter #6: Possible bonus going after the
  bandits (which may involve an ambush or not,
  depending on #3 above), to return the items and
  end the curse.
  Conclusion: bey’Hassan will thank the party
  whatever they have accomplished, and make
  every effort to continue his dig.  If the party has
  succeeded at capturing the bandits alive, there
  will be an extra reward of gold from the
  Threshers for their actions.
  Introduction
  The wind is hot and steady in the city of
  Polvar, the Yatil mountains in the distance
  providing no cooling at this time of the year.
  A young man in the garb of a merchant
  house is looking around, apparently seeking
  someone.  He grasps a note in his hand and
  seems lost and confused.
  The young man is Essendi and he has been
  asked to find guards and troubleshooters to take
  a package of goods out of Polvar to a nearby
  estate.  The directions do not actually specify
  who is to be asked and the young man is trying
  to make this determination himself.  Anyone
  approaching will be treated in a deferential and
  polite manner and he will make his inquiries of
  them.  He has been authorized to pay 100
  lances each for the task, with another 100
  lances each should they return with a further
  order of goods.
  Coinage
  As a role-playing and introductory note, this is a
  good time to note that Ket is predominantly a
  silver (lance) and copper (helm) coin based
  society. While it is quite possible to have
  coinage that is of greater worth, these are the
  common coins of everyday usage and should be
  treated as such.
  The payment will be made at the House of
  Al’Zarif, a merchant house located just off the
  main merchant square in Polvar.  The packages
  that are given weigh approximately 300 pounds
  total, and consist of trowels, brushes, journals,
  quills, ink, vials of acid for cleansing of solid
  objects and other tools of the archaeological
  trade. They have been divided into 10 packs,
  each weighing about 30 pounds, and wrapped
  up in felt. Unless specifically questioned, the
  contents will not be revealed.
  Essendi will apologize when introduced that he
  is unable to make a proper greeting (invite the
  adventurers in for a light meal before discussing
  business) however the urgency of this delivery
  precludes that.  He will offer an extra 10 lances
  to the party if they notice this social oversight or
  comment upon it in some fashion.
  The delivery must be made out to the dig site of
  Farid bey’Hassan, a respected scholar who is
  visiting from Lopolla (the capital of Ket). He is in
  need of more tools and equipment and has
  placed this urgent order.  The regular delivery
  men of the House – of which there are four – are
  away on other business (returning tomorrow) but
  the delivery date is today.  Rather than see the
  job go to another House, Essendi has been
  tasked with finding those who would do the job
  on behalf of the House of Al’Zarif.  If anyone
  wishes to use Gather Information to check into
  this fact after Essendi has left, it is a DC 12
  check.
  Further information is available at the following
  DC’s (though anybody can also ask Essendi and
  he will freely share the details):
  Knowledge 
  (Local, 
  VTF) 
  or 
  Gather
  Information – DC 10: The House of Al’Zarif is a
  member of the Moquollod Consortium, a trading
  organization that spans much of the western
  part of the world.
  Knowledge 
  (Local, 
  VTF) 
  or 
  Gather
  Information – DC 15: The house of Al’Zarif is
  honorable 
  and 
  well-respected 
  but 
  that 
  it
  generally sticks to trade, unlike many of the
  Houses that dabble in local manufacturing and
  so on.
  Knowledge (Local, VTF) DC 20 or Gather
  Information – DC 25:  Some short time ago, the
  House 
  was 
  responsible 
  for 
  opening 
  up
  communications 
  with 
  the 
  Elves 
  of 
  the
  
  Secrets of the Past
  [Round 1]
  Page 7
  Bramblewood Forest, in order to facilitate a
  more secure supply of Yarpick nuts than Tusmit
  and within the borders of Ket (see the scenario –
  Shockwave).
  Knowledge (Local, VTF) – DC 25: The House
  was likewise successful in opening up the
  communications with the Elves (although it is
  rumoured that the Elves initiated the contact
  first, a fact which is almost impossible to believe)
  and has also been responsible for dealing with
  the Dwarves north of Molvar. 
  All APLs
  Essendi; Baklunish male; Bard 1; hp 6.
  Essendi is a shorter man in his early 20’s, with
  dark brown hair and brown eyes.  He is very
  handsome but somewhat unsure of himself, and
  only recently in the employ of the House of
  Al’Zarif.  Should he be asked in a properly
  sympathetic or friendly manner, he is from
  Polvar itself and has never left the city save for
  excursions to the local countryside – his reason
  for joining the House is both for employment and
  “to see the world”.
  Treasure: 10 gp (100 lances).
  Encounter One: Meeting the
  cast
  The road from Polvar to the dig site is both
  hot and dusty but it is also without incident.
  The sun is beginning to set on the far
  horizon as the camp comes into sight over a
  small rise.  A circle of tents is located around
  a half dozen pits in the group.  Groups can
  be seen digging in each one, with no more
  than a half dozen men in each pit.  Standing
  on a scaffolding affording view of all are a
  pair of men who turn in your direction.
  The two men are in charge of the dig.  One is
  Farid bey’Hassan, the second is his local master
  of the digging crews (his name is Zarqua).  Farid
  will immediately come down from the scaffolding
  (one story in height only) when the party is
  spotted, as he is eager for the new delivery of
  tools.
  In one of the tents, a group of young students
  are going through various shards of pottery and
  other bits and pieces taken from the dig.  There
  are five women and two men in this group and
  they will generally not talk to party members
  unless Farid is present to confirm that it is
  acceptable.  When they are finished with the
  initial assessment, the artifacts are taken to the
  sheds at the back of the site to be assessed for
  transport, itemized, packed and stored.
  Farid himself will tell the party that he was
  digging here with the hopes of finding a villa
  from the era of the Keoish occupation but that
  his dig has been wildly successful, finding
  something from the actual time of the Baklunish
  Empire. He will be very excited to get his new
  supply of equipment, most because it contains a
  number of fine brushes, as well as a supply of
  rubbing paper. He will be most pleased with the
  efforts of the party and provide them with a “tip”
  for good services, totaling 5 gp (50 lances) per
  party member.  Farid will not take “no” for an
  answer with this “tip” and will act quite offended
  if it is refused – noting that an appropriate
  diplomacy effort could defuse this situation (DC
  15 Diplomacy or Bluff checks).  Should they
  refuse his hospitality, all DC’s in this module for
  information at the site will become +4 as they
  will not have access to the most knowledgeable
  authority.
  If he is still friendly to the party, he will invite
  them for a tour of the dig site immediately.  Even
  if not friendly, Farid will offer them the hospitality
  of his tents (as custom requires).  It is
  approximately 5 pm by this time and return to
  safety of the city or an inn is not possible before
  nightfall.  Try to ensure that the party stays and
  sees the reason behind it – after all, if they leave
  they will be effectively ending the module.
  The villa itself went through a long period of use.
  Some parts of it were obviously damaged during
  times of battle and mostly repaired, but not
  completely.  Towards the end of the use of the
  building, only the kitchen and stables were
  actually being occupied.  A mudslide from the
  hills completed the abandonment of the villa,
  acting as a very slow-moving incentive to leave.
  The presence of a lot of different artifacts from
  many eras can be attributed to this catastrophic
  event, which precluded easy looting and
  removal.
  
  Secrets of the Past
  [Round 1]
  Page 8
  Should Farid be insulted, he will stomp away
  after making the offer and any necessary
  arrangements.  Zarqua will step forward at that
  time and act in a friendly manner (if asked, he
  will explain that Farid is under a good deal of
  pressure to finish up this dig in a timely manner,
  and that he has been testy for the past week
  while digging has been going slowly without the
  new equipment).  Zarqua will then give a tour of
  the site, as Farid might have done, with the
  same information imparted, though with the
  penalty to the DC for information noted above.
  If anyone wants to go down into a pit, it is a ten
  foot drop and there are two ladders in each pit
  for access.  Farid will provide gloves to
  everyone beforehand, to ease with handling. 
  Each pit itself is 20 ft by 20 ft.
  The tour (pit site is noted and the information
  that is imparted):
  Main entrance:
  Upon the floor, and obviously worn from
  years of use, a mosaic has been unearthed. It
  is primarily of shades of blue and green and
  depicts three people caught in a vast net.  In
  the forefront of the mosaic, set amidst
  daggerthorn trees, stand a trio of elves,
  hands upon their weapons.   The three
  people in the net are clearly Baklunish and
  have the air and dress of nobility about them.
  The mosaic is 10’ long and wide and is made
  from tiles that Farid surmises came from the
  Baklunish Empire.
  Farid will note that the trees likely represent the
  Bramblewood, which has always been a large
  part of Kettite history, dominating a large portion
  of the landscape and essential for survival with
  the large number of yarpick nut trees in it
  (daggerthorns by another name).  He takes the
  presence of the elves to be a sign that even the
  ancient Baklunish struggled with their presence
  in the forest.  It is a Knowledge History DC 13 or
  a Knowledge Religion DC16 to note that the
  elves are placed upon the mosaic in the position
  of guardians. Farid and others have not
  commented upon this or noted it themselves as
  they are busy with other parts of the dig.
  It is a Knowledge Nobility check (DC 14) to
  identify the dress of the nobility in the mosaic as
  representative of a very minor household – this
  is albeit based on current standards, but is
  correct.
  For judges, the three nobles represent factions
  of the noble house that founded this villa.  They
  are not found in any history of Ket as those
  details of the Baklunish Empire did not make it
  to this age.
  Guest room (shrine?):
  An artist stands near the next pit, intent upon
  drawing an accurate representation of the
  finds.  She is staring down at a simple female
  figurine, as if trying to divine the intent of the
  piece.
  If asked, Sheraz, the artist will indicate that she
  is at a loss to place the figurine in the room.
  There is a stand for regular use, but it has a
  setting that is off to the side for this figure and
  she is surmising that it represents Istus.  This is
  somewhat surprising, as she would have
  expected such a to be in a place of prominence
  as the head of the pantheon.  The fact that it is
  not is somewhat surprising and perplexing.
  The stand itself is only about 1 ½ feet wide by 2
  feet long and about 3 feet high.  It is made of
  stone and has places for two other figurines.
  The figurines are about 6 inches tall and well-
  sculpted.  The other two, if they are discussed,
  have not been found and cannot be in the space
  of this module.
  Farid will note that The Lady of our Fate (Istus),
  the goddess of Fate, was the head of the
  pantheon for the Balunish of that era.  Her
  presence in this room may also mean that it was
  a private shrine, but there has been no
  confirmation of this fact yet.  If anyone asks, he
  will list many of the Baklunish gods, including
  The Merchant (Moquol-- god of merchants), The
  Banisher of Darkness (Azor-Alq-- god of heroes
  and arsonists – although if anyone remembers,
  Azor-Alq would not be a god at this point),
  Daughter of the Oasis (Geshtai -- goddess of
  fresh water) and so on.
  If the party is friendly toward Sheraz, she will be
  willing later in the module (after any of the
  attacks) to use her Cure Light Wounds (she gets
  two on each day) on friendly characters.  She
  does not like any who make advances on her
  (she is betrothed) and will not heal any such
  person.
  
  Secrets of the Past
  [Round 1]
  Page 9
  The main bedchamber:
  On one wall is a magnificent mosaic in
  browns, golds and whites, depicting a large,
  sprawling city.  It is dominated by three large
  towers, each with an obscured symbol flying
  on a pennant above them. 
  Another mosaic (15’ long and 10’ high) has been
  unearthed here which depicts the Baklunish
  Empire at the height of its power.  This is
  obviously done just prior to the Invoked
  Devastation which the Suel Imperium wrought
  upon the ancestors of Ket, given the layout of
  the one city that is depicted in the background
  (Farid is postulating at this point, he has no real
  evidence of this).  He will, however, point out
  that the strong Baklunish architecture of the era
  has been modified heavily in Ket over the years,
  with the influence of outsiders (and the 15 year
  occupation back in the mid CY350’s by
  Keoland).
  Farid will also note that this was a time when Ket
  was simply a portion of what would become Zeif.
  The names of a local ruler (Grafs) from this time
  period when Bakluni nobles were simply taking
  over from the Oerdian tribes that were present
  here.  There is still some tension with our
  Western cousins over the independence and
  wealth Ket now possesses.
  Of interest is the fact that this mosaic is a simple
  overlay over another, slightly older mosaic of
  almost similar design.  The only difference is a
  more pronounced tendency toward grouping of
  buildings and some figures.  Farid will comment
  upon this but be baffled as to why an entirely
  new mosaic was created.  If anyone takes the
  time to survey the older mosaic (DC 21 Search
  check) they can note that the covering mosaic
  could be removed, with difficulty, and the older
  one revealed as necessary.  There is also a
  distinct trend toward the number 3 in the
  covered mosaic (Spot DC 20 to note this),
  though the reason is not obvious and there is
  nothing within Kettite culture of the time that
  would make that relevant (Farid can answer this
  or it is a Knowledge History DC 20 check).
  The kitchen:
  It is obvious upon looking into this pit that
  this was once a kitchen.  Embedded in the
  hardened earth are metal pans, pottery,
  cooking implements and other items.  A
  small pile is located in one corner, gradually
  being sorted and cleaned by one of the
  archaeologists.
  The most magnificent artifact uncovered
  thus far in the kitchen remains partially
  entombed still, a huge iron candelabra with
  three 
  immense 
  sconces 
  for 
  candles. 
  Another of the workers is painstakingly
  cleaning off much of the dirt with a fine
  brush.
  Farid can inform the party that apparently it was
  one of the last parts of the villa to be abandoned
  and there are signs that it actually survived the
  influx of refugees after the Invoked Devastation,
  all the way until after the arrival of the Brazen
  Horde.  Dating of the various items in the room
  places the last of them some 30-50 years after
  the Brazen Horde arrived. There are many new
  implements in the kitchen, as one would expect
  if refugees from other areas were passing
  through, in the varying times.
  It is also important to note that grain was now
  being ground and mixed for horses directly in
  the kitchen, a reflection of the increase in stature
  the animal was having in Kettite society, once
  the Brazen horde and their nomadic ways had a
  tremendous influence.  This particular status
  continues to this very day.
  The Study:
  This next pit must be important, because
  Farid motions away the only guard present at
  the site thus far.  The archaeologist gestures
  proudly down into the pit, where two stone
  tables lie unearthed beside a writing desk of
  some sort. 
  This room is of particular interest to Farid and he
  has spent most of his recent time carefully
  unearthing artifacts here. 
  His speech will slow as he discusses the study
  and take on a reverential tone.  Two tablets
  contained within the room indicate to him that
  Istus, acting out of the prescience one can only
  associate with a Goddess, did in fact tell the
  people of Ket that Al’Akbar was coming, almost
  480 prior to his ascension.  The ascension was
  in 412 CY, in fact, and there are signs that his
  coming was to sweep away the corrupting
  influence of the past in the people of Ket.  Farid
  
  Secrets of the Past
  [Round 1]
  Page 10
  can easily be identified as a devout worshipper
  of Al’Akbar at this point and his assessment of
  the tablets has been somewhat biased, to say
  the least. 
  Any who study them may garner the same
  information as he did (study time is ½ hour as
  Farid is present to translate and assist) but can
  make a DC 12 Sense Motive check or DC 15
  Knowledge (Local – VTF) to realize that the
  tablets are actually a warning about the rise of
  Al’Akbar, not a welcome of his ascension.
  Furthermore, it is Forgery check, DC 20 or
  Knowledge History, DC 15 to realize that this is
  part of a tryptych or three part religious object.
  One of the tablets is missing but there is no
  further information in the room as to why any
  would craft a warning.  Should Farid be advised
  of this fact he will at first object but then realize
  the relevance and thank the party profusely,
  while indicating to them to move on as he starts
  to work again.
  Creatures:
  Farid bey’Hassan: Baklunish male, Exp7, Hp 
  30
  Zarqua:  Baklunish Male, Exp 6, hp 26.
  Sheraz; Baklunish female; Bard 3; hp 14.
  Treasure  APL 2:  1 gp (10 lances)
  Encounter Two: Shades of
  the Past
  (This text presumes that a tour of the site is
  accepted.  If not, modify as necessary).  The
  hot sun has finally begun to drop below the
  horizon and the cooler temperature of night
  is already descending.  The last pit you are
  shown is the back of the villa, a wine cellar
  that may hold many clues to the everyday
  lifestyles and trade patterns of the past.
  Farid bey’Hassan has actually made a mistake
  with his assessment of the villa.  The new
  equipment he has requested was primarily for
  this “wine cellar”.  It is true that villas of the
  current vintage use a cellar of this type for
  storage of wine but during the time of
  construction this was a family crypt. Recognizing
  this from what information has been provided is
  difficult, Farid is a very persuasive authority after
  all.  It is a Knowledge (History) check of DC 22
  or Bardic Knowledge of DC 28 – this takes into
  account a –4 circumstance penalty for Farid.
  If the party investigates at the “wine cellar”,
  opening it will cause the ancient guardians of
  the burial crypt, some skeletons, to animate and
  attack. The skeletons are armed with scimitars
  (as befit ancient Baklunish warriors) and attack
  all those who have entered the area.  They can
  and will follow intruders outside, their only goal
  being to make the place safe once more.
  The curse of the crypt will be visited upon
  anyone who disturbs any of the urns within or
  takes anything from the crypt itself (including the
  weapons and armor of the skeletons) – this
  could include party members but it certainly
  means the bandits at this point.  The curse is
  meant to keep the urns and their “evil” from
  spreading – it will call upon the powers of death
  itself (undead) to return those affected by the
  curse to the crypt and death.  From this point
  onward, any who are “cursed” will be targeted
  first by undead in the module.
  Once the combat is dealt with, the party can find
  out a number of details.  All of this will likely take
  place after a conflict as detailed below.
  APL 2 – EL 3
  Skeletons (9); hp 6 each; See Monster Manual
  page 226
  Tactics:  Skeletons have no tactics.  They
  engage the closest enemy and fight until they
  drop.  They will not seek to flank an opponent
  unless that is purely happenstance due to
  swarming to make room for more attackers. The
  skeletons use their scimitars to attack, using
  claws only if they are disarmed of their
  weaponry.   
  The Skeletons will not pursue beyond 30
  feet from the doorway – they will return to the
  crypt at that point and await another breach.
  This leads them out of sight and behind cover so
  the characters can not just shoot them from
  safety.
  Development:
  Tracking DC 12: This is the second time in as
  many nights that Skeletons have animated. If
  the party returns after encountering the fake
  digger in Encounter 3, the DC is reduced to 10
  with the additional information and they can try
  
  Secrets of the Past
  [Round 1]
  Page 11
  again – this track check is possible as a Search
  check itself without need of the Tracking feat.
  Search DC 5: A man has been hastily buried in
  the dirt floor of the cellar.  He is dressed in worn
  and old clothing that shows a lot of use and
  exposure to the elements and has no identifying
  markings.  The man was a bandit but that could
  prove difficult for a party to identify immediately,
  though it will be clear that he was stripped of all
  valuables.   Nobody in the camp will recognize
  him (save Rashid).
  Heal Check (of the buried man) DC 15: The
  man died of sharp slashes of some type. 
  Heal Check DC 20 (of the buried man): The
  wounds are filled with old dirt, indicating a
  creature that spends a lot of time in the dirt or
  undead.
  Search Check DC 10: Based on the number of
  large steel shields in use by the skeletons, there
  were at least 12 guardians of this “wine cellar”.
  Search Check DC 15 (if the party wants to take
  20 it will take ½ hour to check the wine cellar
  properly): There are a lot of urns in ceremonial
  positions in this wine cellar and three have been
  removed.  There is no sign of any wine racks.
  Detect Magic: There is magic upon the room,
  both Abjuration and Necromancy in moderate
  levels.
  Knowledge Arcana DC 20 (Synergy bonus of
  +2 with 4 ranks or more of Spellcraft): Discover
  that the doorway has a seal of magical energy
  that has been breached and is very much a spell
  that is now active.  There is a +4 circumstance
  modifier to this roll if Detect Magic is cast first
  and the door is observed.  This information will
  provide a further +2 bonus toward helping to
  determine the fact that there is a curse active.
  Profession 
  (Vintner) 
  or 
  Profession
  (Undertaker). DC 10: To recognize that this is
  not a wine cellar (Profession Vintner) or that it is
  a perfect storage area for cremation urns
  (Undertaker).
  With the above information obtained or not, it is
  a DC 15 Bardic Knowledge, History or
  Knowledge Local (VTF) to recall legends about
  curses on burial chambers in ancient Baklunish
  cultures and their validity.  Anyone who chooses
  to take the time to ask the local diggers or other
  crew will get a +4 circumstance modifier to this
  check as they are inundated with information.
  Treasure APL 2: None (the heavy steel
  shields and scimitars of the skeletons must be
  returned to the crypt)
  Encounter Three: Meeting
  the Neighbors
  Just past the dig site, there are a number of
  smaller sheds used to store the artifacts
  being recovered, clean them carefully and
  itemize them for later research.  Emerging
  from one of the sheds is an enraged man
  who shouts at another and pushes him out
  of his way.
  “Get out, you incompetent.  The artifacts will
  not be opened until we reach Polvar and we
  review all requests for information at that
  point. Ask me one more time and news of
  this will reach higher powers!”
  The party can choose to intervene or let this go.
  If they watch, the “digger” will consider doing
  something violent (Sense Motive DC 12) to get
  the head of the artifact collecting (Lizaq) to
  “reconsider” his request.  It will be equally
  apparent (another Sense Motive DC 12) that the
  “digger” is very frightened and acting in a non-
  rational manner.
  The digger is named Rashid and he is genuinely
  scared.  Twelve skeletons stumbled out of the
  wine cellar that he and his companions (see
  Encounter 6) opened in the hopes of finding
  treasure, after the bandits removed some fine
  pottery urns.  Three skeletons were destroyed
  before they all fled but it cost one of the bandits
  his life (he is the body that is found buried in the
  cellar). 
  Anyone moving forward has a single chance to
  calm him down with either Diplomacy or
  Intimidate, either at DC 12. Remove Fear can
  also work. One additional character can try to
  help (regular assist roll) but if anyone has drawn
  weapons or, in the opinion of the Judge, moves
  into a threatening position, the DC will increase
  by 4.  Should he be calmed he will start to
  gradually reveal the information about the
  
  Secrets of the Past
  [Round 1]
  Page 12
  bandits – he is scared and wants to have the
  curse lifted, not worried about the crimes he has
  committed.
  If the party fails to calm him down, he will try to
  run at maximum speed. Anyone who follows will
  be attacked (though always for non-lethal) once
  he is outside of the dig site.  If he is successfully
  subdued, he can likewise be interrogated and
  will reveal all the information about the bandits.
  Rashid will delay for one round while he tries to
  make up his mind, if the diplomacy or bluffing
  has not worked.  This is deliberately in place to
  encourage a decision by the PC’s.  At this point,
  it is a DC 5 Sense Motive check to determine
  that he is both scared and frustrated.
  For the purposes of running, the area beyond
  the camp is lightly forested and characters
  cannot run, but can move up to double and
  charge. The direction for Rashid to run is
  random, generally just the quickest way out of
  camp. If Rashid manages to put 200 feet of
  distance between himself and any pursuers
  during the run, he is considered to have “lost the
  party”.  He will not stop until he is over 8 hours
  away, so tracking him will be the end of the
  module if that option is taken.  Tracking him
  during this time is a DC 12 Tracking check.
  Rashid is the trained Rogue who thought he had
  deactivated any traps on the burial chamber and
  he is now scared that he might be the target of
  the curse.  He is also responsible for setting the
  alarm in the bandits camp and can explain this
  defense and a bypass mechanism if asked.
  Tactics:  Get away.  Rashid is lightly armed and
  armored (Leather only under his robes) and he
  has no desire to fight.  He is scared out of his
  mind and wants nothing less than escape.
  Under no circumstances will he strike for lethal
  damage, though he will do his best to escape.  If
  he manages to put any degree of distance
  between himself and the party, Rashid will quaff
  his potion of Expeditious Retreat to improve his
  speed.
  APL 2 – EL 3
  Rashid, Rog3, hp 14.
  Treasure: 2 gp (g); 60 gp (l); 7 gp (potion of
  Expeditious Retreat CL1).
  Encounter Four: Zombies,
  Zombies, Zombies!
  It is a late night and the sliver of the moons
  that is present does little to provide light.  An
  eerie wind blows in from the East, rising in a
  crescendo all of a sudden.  Even as the fires
  of the watch flare back to life, creatures can
  be seen stumbling from the dig, lurching
  forward.
  The curse has forced some undead out of a
  nearby burial site from a battle with the Brazen
  Horde and lured them into the dig site.  These
  are troops of the Brazen Horde who were killed
  in the invasion and anyone who gets close
  enough (with 10 feet, or 20 with lowlight, or 60
  with darkvision) can make a spot check to see
  their faded and tattered clothing (DC 15 – will
  note it is a nomadic garb).
  Zombies are being called by the nearness of
  midnight to the curse area.  They arrive at
  approximately five minutes to midnight and
  stumble toward either Rashid (if he has been
  captured or is willingly staying) or any character
  who entered the “wine cellar”.  If there is still no
  target, the Zombies will move to the closest
  people and attack.
  There is no surprise for anyone on watch duty.
  Others will be surprised for one round as they
  awaken to the sounds of combat, then they can
  act normally (They should roll initiative normally,
  rather than come in at the top, to represent their
  reactions and general sleepiness).
  Anybody who does some investigation can try to
  extrapolate their movement using their tracks.
  This requires a Search check (DC 10) or
  Tracking check (same DC).  They can then pin-
  point that the Zombies were heading right for the
  “wine cellar”, that which has been looted by the
  bandits.
  After the combat, it is possible to take a look at
  the Zombies and realize both the clothing and
  style of armor (tattered remnants) is not from
  Ket.  Anyone there can make a DC10
  (Knowledge History or Knowledge Local VTF) to
  know that these garments are typical of the
  lands far west of the paynims and introduced by
  the Brazen Horde.
  
  Secrets of the Past
  [Round 1]
  Page 13
  Tactics:  Zombies have little in the way of
  tactics. They rush forward and hammer away at
  the nearest opponents. If presented with several
  targets of equal opportunity, randomly determine
  the target amongst them.
  As a note, unless precautions are taken, it is
  dark in the camp and the Zombies are subject to
  20% concealment penalties.  They themselves
  have dark vision and are not affected in melee.
  If they are turned, they will stumble off into the
  dark (returning in 20 rounds) but this time centre
  in on whomsoever did the turning.
  Zombies will not stop to check if downed
  opponents are dead and will ignore those who
  also “play dead” – no bluff check is required, it is
  automatic against these mindless creatures,
  unless there are no other obvious targets, in
  which case, the zombies smash the bodies once
  more, then starts to feed on it.
  APL 2 – EL 3
  Zombies (6); hp 16 each; See Monster Manual
  page 266
  Treasure: 0 gp.
  Encounter Five: Enough is
  Enough!
  Come the rise of the sun it sounds like the
  rest of the camp awoke early and is now
  arguing loudly about the events of the night
  before. 
  Stepping outside, it is easy to see the source
  of this commotion.  The diggers have all
  gathered in a circle around the chief tent and
  are clamoring to be heard.
  It is now about 7 am. The diggers have decided
  that the Zombie attack in the night was the last
  straw.  Anyone listening to the conversation for
  any length of time will hear frequent mentions of
  the Mullahs, clerics of Istus and the general Ket
  dislike for undead, as well as their (deserved)
  fear of these creatures.
  The goal here is to try to dissuade the diggers
  from abandoning their efforts.  Even if they do
  so, the party may still continue after the bandits.
  After a very short period of time, Farid
  bey’Hassan will emerge from the chief tent to try
  to calm the diggers.  He is visibly upset by the
  events of the night before and will be having a
  hard time putting his best effort forward.  Any
  member of the party may either attempt to assist
  Farid in his task or actually take the opposite
  tack and assist the diggers in their demands.
  The two opposing views are very simple.  The
  diggers want to be paid for the rest of the week
  (4 days) and pack up now and head home. 
  They want the Bey, the Threshers, Mullahs and
  Clerics of Istus to be notified of these events and
  leave it all in the hands of the authorities.  If they
  are asked why, they will be surprised and note
  that the lawful authorities should always be told
  of these type of circumstances and that this is
  obviously well beyond any job requirement that
  is either normal or expected in Ket.
  If anyone attempts to memorize spells or pray
  for 
  new 
  ones, 
  they 
  need 
  to 
  make 
  a
  Concentration 
  check, 
  DC 
  15, 
  to 
  do 
  so
  successfully over the noise and clamor.
  The position of Farid bey’Hassan is different –
  while he will sympathize with the position of the
  diggers, he does not believe the site should be
  abandoned.  The importance of this dig is only
  reinforced to him by this attack, though he
  cannot bring himself to truly consider the
  implications of a possible curse.  He will beg and
  plead with the workers to stay and “tough it out”
  but it will be clear he is terrified about the
  prospect of a curse.
  The whole situation will be tense and loud –
  emphasize hand gestures from the diggers and
  their equipment (shovels and trowels) all being
  shaken in the air in frustration and anger.
  Anybody can choose to intervene on either side,
  or with a new idea.
  The basic difficulty level is DC 12 to convince
  the diggers to continue with their activities and
  not abandon the site (Farid is losing, given that
  he is somewhat unsure himself).  There are a
  number of ways to assist either side:
  Intimidate:  This is a DC 11 check (everyone is
  level 1 or lower here) to add a +2 to either side.
  Anyone not from Ket and in obvious “barbarian
  clothing” will get a +2 circumstance bonus, as
  anyone from Bissel will get a –2 circumstance
  penalty.
  
  Secrets of the Past
  [Round 1]
  Page 14
  Bluff:  It is a DC 15 Bluff check to make more
  than a handful of people believe whatever story
  or line the character is trying to pass off.  If it is
  very believable and sincere, a circumstance
  modifier of +2 can be applied.
  Diplomacy:  After a brief speech, any character
  can attempt a DC 12 Diplomacy check to modify
  the perspective of the crowd.  Those who use
  both Common and Baklunish in this attempt get
  a +2 circumstance bonus.
  Any of the above can be used to either increase
  or decrease the difficulty for Farid by 2 with each
  respective attempt.  If anyone proposes that
  they go out and solve the “problem”, this will add
  a +2 circumstance bonus to Farid automatically,
  though the person in question will be held to this
  promise.
  All APL
  Diggers, Com1, see Appendix A
  Treasure None
  Encounter Six: Remove the
  Threat
  Bandits have been more regular in the newest
  district of Ket and adjoining districts. For general
  information, remind the players that Bissel was
  invaded by Ket during the Greyhawk Wars and
  that the Bisselites capitulated in a matter of
  weeks (this is general knowledge).
  With a Knowledge History or Knowledge Local
  (VTF Region) of DC 10, or Bardic Knowledge
  DC 15, expand upon this information with the
  following prior to the tracking of the bandits:
  Ket was forced to reconsider the invasion when
  the ruler of Bissel committed suicide rather than
  surrender, calling into question the honour of the
  attacking forces. The Beygraf at the time, Zoltan
  was found to be corrupt and debased and then
  assassinated by unknown forces. With this black
  stain upon the country, Ket chose to negotiate
  with Bissel and the neighboring lands rather
  than annex the country. Former Bissel territory
  was seeded to Ket (now part of Falwur District)
  but Bissel itself was left free. The capital,
  Thornward, was made a neutral city and split
  into four parts, each controlled by one of the four
  powers involved in the deal (Ket, Bissel, Veluna
  and Gran March).
  As a bit of an explanation for other factors in the
  war, Ket was one of the few powers during the
  Greyhawk wars to openly ally with Iuz. Neither
  power made any pretense that the alliance was
  more than one of convenience but it has been a
  sore point ever since with many of the neighbors
  of Ket. It is also of interest to note that the
  military power of the surrounding nations was
  increasing rapidly at the time that the partition of
  Thornward and the return of a large part of
  Bissel was undertaken by the new regime in
  Lopolla. Ket still has a great deal of contempt for
  the people of Bissel but the rather opportunistic
  means by which it achieved victory (attacking
  Bissel when they were rightfully distracted and
  worried about the forces of Iuz farther to the
  north) has been lost to many in the Baklunish
  nation.
  This has resulted in a rise in banditry in the
  occupied lands, as former soldiers with no outlet
  for their skills turn to crime. They generally arise
  from the former army of Bissel or from some of
  the poorer inhabitants, forced to supplement
  their income by a bit of banditry.
  The above information should be conveyed to
  the party after the search for the bandits
  (whether successful or not) by guides or locals
  upon their return, should they not succeed or
  have a chance at the knowledge rolls.
  The bandits in question are of Baklunish
  descent but have no loyalty to Ket whatsoever
  (being 
  formerly 
  Bisselite). 
  Their 
  primary
  motivation was to find a cache of treasure in the
  dig and escape with it. A local sympathizer
  informed them that the guard detachment for the
  dig was nominal and unlikely to find them.  A DC
  15 Knowledge Local (VTF), Bardic Knowledge
  or Gather Information will also reveal that it is
  rumoured the bandits are grouping together in
  the edges of the Bramblewood under the banner
  of some ex-noble Bisselite lords.
  The bandits have not taken their time to hide
  their tracks and the roll to follow them is DC 14
  (this requires both the Tracking Feat and
  Survival, although the latter is untrained).  It is
  possible to reduce the DC by 4 if the fake digger
  in Encounter 3 was dealt with fairly and has
  
  Secrets of the Past
  [Round 1]
  Page 15
  been convinced to talk – he has provided
  directions and hints.  With this change, it is
  possible to follow the tracks with Search checks
  rather than tracking.
   Should neither method be successful for
  the party, one of the diggers (Moharq) will
  provide a trained tracking dog, Fassir (the prized
  possession of the digger), which has Scent and
  can track at DC 10 (taking 10 it can follow the
  tracks). This dog will also be made available to
  the party if they fail to find the tracks at the
  regular DC. There is no bonus for Tracking
  allowed if the party itself does not accomplish
  the tracking but rather relies upon Fassir.
  The trail leads some 3 miles into the woods (1 ½
  hours of travel at regular speed, if they are using
  the dog with Scent, or 3 hours of travel at
  regular speed with Tracking). The small cavern
  in which the bandits have made their lair has a
  trap set upon the entrance. This trap is a
  warning only, with no damage possible.
  Trap:  (CR1)
  Warning Trap: Search DC 21 (Rogue only can
  find this), Disarm Device DC 14 (trigger,
  stepping on first 5 feet into the cavern), alarm
  bells set off in main cavern. As a note, this trap
  was set for the bandits by Rashid (the disguised
  Rogue in camp)
  The winding cavern leads back into the hillside
  here some 80 feet (this is a very long winding
  cavern indeed) and then opens into a cavern.
  The bandits are holed up in here, having evicted
  the brown bears that lived here by using smoke
  from a fire. Normal watches have two of the
  bandits awake between the hours of 8 am and 4
  pm, with the leader (Henri) awake in the
  afternoon as well. If they are warned by the
  alarm bell, all will grab their shield in the first
  round and rise to their feet, drawing their
  weapons as well. Second round they will move
  to reach the entrance of the cavern and impede
  easy access.
  The cavern has a number of small cracks in the
  roof letting in both light and rainwater, and letting
  out smoke. While it does not make for a
  perfectly nice environment, it provides enough
  light in the main cavern to not require torches for
  humans. If the bandits are forced to go down the
  entry way, one of them slings his shield and
  picks up a torch from their fire (which is banked
  and producing very little smoke).
  The three urns from the burial chamber have
  been placed carefully in a pile of loot near the
  rear of the cavern. They are unopened. The
  bandits have no idea of their importance but see
  no reason to break valuable pottery which could
  be sold.  If the urns are later examined, they
  have intricate silver patterns imprinted upon
  them, of subtle arcane designs. 
  Anyone with at least one rank in spellcraft
  will be able to automatically identify that they are
  used as a focus in an Abjuration spell or ritual of
  some type (the spell cannot be identified at this
  level and the urns radiate faint magic).  An Int
  check, DC 10, for anyone who examines the
  urns will reveal that some of the symbols are
  similar to those obscured on the first mosaic at
  the villa.
  Tactics: The bandits are well aware of the
  sentence for murder and so on in Ket. They
  have been careful to ensure they do as little
  "real" damage as possible and do non-lethal
  attacks whenever possible. Until they are
  actually attacked with lethal force they will stick
  to their scimitars in non-lethal mode (attacking
  with a +0 instead of a +4, with the penalty for
  striking for non-lethal damage).  If at all possible,
  the bandits will try to bottle up the entrance and
  keep the characters from pressing them with
  their greater numbers.
  It is important to reminder characters that these
  are bandits and not undead – let them draw their
  own conclusions but that should be enough to
  provide food for thought about the punishment
  for assault or manslaughter/murder in Ket.
  If the bandits win, they will be spooked and will
  abandon the cave immediately.  Characters will
  be stabilized unless killed outright and left to
  their own devices.  In no circumstance will the
  bandits choose to kill the characters (critical hits
  aside), as they are justly afraid of sparking a
  manhunt and being forced into the mines of Ket.
  Creatures:
  APL 2 – EL 3
  Henri, Rgr 1, Hp 10
  Bandits (3), War1, Hp 10 each.
  Treasure:.
  APL 2: 1(g)  56 (l).
  
  Secrets of the Past
  [Round 1]
  Page 16
  Conclusion A: Rid of the
  Bandits
  It is a good feeling to see the urns placed
  back inside the chamber once more and the
  entirety consecrated.  A collective sigh is
  released around the camp and a loud cheer
  erupts.
  If the party is successful at defeating the bandits
  and returning of the urns, the burial chamber
  can be blessed once more and the curse
  deactivated.  It requires a cleric with positive
  turning to bless the chamber.  To recognize that
  a ceremony is possible is a Knowledge Religion,
  DC 10 check, and then a further DC 15 check to
  note the ritual tiself.  Should a cleric be present,
  Farid Bey’Hassan will advise on the correct
  ritual (whether offended or not) and provide a
  bonus to the attempt.  The ritual takes 15
  minutes and requires a DC 15 Knowledge
  Religion check at the end, with +2 circumstance
  bonus for the presence of Farid. Up to one
  person can assist this roll as long as that person
  can also channel positive energy, and if either
  cleric is a worshipper of one of the Baklunish
  Pantheon a +2 sacred bonus will apply. The
  cleric can try as many times as they have turn
  attempts left for the day (by the next day the
  clerics of Istus will arrive and complete the ritual
  themselves if it has not been undertaken).
  Success means that the clerics of Istus, when
  they arrive, provide an additional reward of 50
  gp for their good actions.
  The cleric can try as many times as they have
  turn attempts left for the day (by the next day the
  clerics of Istus will arrive and complete the ritual
  themselves if it has not been undertaken).
  Success means that the clerics of Istus, when
  they arrive, provide an additional reward of 50
  gp for their good actions.
  Anyone who handles the urns that were taken or
  gets a good look at them can make a
  Knowledge History check (DC 12), Bardic
  Knowledge (DC 15) to note that the inscriptions
  on the urns date just prior to the Invoked
  Devastation and do not mention any of the
  pantheon of the Baklunish Empire.  This is a
  strange fact, one which they will not remember
  (for some reason…) until the urns are once
  more placed back in the chamber.
  The Threshers who come for the bodies or
  prisoners will be lenient if they can but will
  punish anyone who has obviously breached the
  laws of Ket with assault or manslaughter.  They
  will, however, also provide a hefty bounty (100
  gp) for the bandits, whose capture will be much
  appreciated 
  by 
  the 
  local 
  merchants 
  and
  surrounding Kettite forces.
  Once complete with this Conclusion the party
  also moves onto Conclusion B
  Treasure:.
  APL 2: 150(g).
  Conclusion B: Back to
  Polvar
  If the characters do not chose to track the
  bandits, or fail to capture them and the
  merchandise, or leave at another time, they will
  return to Polvar with knowledge but no extra
  information or loot. 
  If the party has not insulted Farid at some point,
  they will be returning with further orders for
  goods. This will trigger an additional small bonus
  for the party.  The House of Al’Zarif will be most
  grateful whatever the result and this module is at
  an end.
  The End
  Experience Point Summary
  To award experience for this adventure, add up
  the values for the objectives accomplished.
  Then assign the experience award.  Award the
  total value (objectives plus role-playing) to each
  character.
  Encounter Two
  Defeat the Skeleton defenders in the “wine
  cellar”
  APL2 90 xp;
  Encounter Three
  Negotiating the surrender of the bandit (one
  chance only) or fighting him to prevent his
  escape.  Half xp is the maximum if the bandit is
  killed. Should bandit be harmed, remember to
  
  Secrets of the Past
  [Round 1]
  Page 17
  sentence characters to the stocks, or worse if
  killed.
  APL2 90 xp
  Encounter Four
  Defeating the Zombies in a permanent manner
  APL2 90 xp;
  Encounter Five
  Convince the diggers to continue - Objective
  APL2 30 xp;
  Encounter Six
  Defeating the bandits and driving them from the
  area or capturing them.  If any bandits are killed,
  only half the xp for this award can be provided.
  Should bandits be harmed in another fashion,
  remember to sentence characters to the stocks.
  APL2 90 xp;
  Story Award
  Returning the burial urns to the dig site for
  proper internment.
  APL2 30 xp;
  Discretionary role-playing award
  Awarded individually as befits role-playing
  APL2 30 xp;
  Total possible experience: 
  APL2 450 xp;
  Treasure Summary
  During an adventure, characters encounter
  treasure, usually finding it in the possession of
  their foes.  Every encounter that features treasure
  has a “treasure” section within the encounter
  description, giving information about the loot,
  coins, and magic items that make up the
  encounter’s treasure.
  The loot total is the number of gold pieces each
  character gains if the foes are plundered of all
  their earthly possessions.  Looting the bodies
  takes at least 10 minutes per every 5 enemies,
  and if the characters cannot take the time to loot
  the bodies, they do not gain this gold.  If you feel it
  is reasonable that characters can go back to loot
  the bodies, and those bodies are there (i.e., not
  carted off by dungeon scavengers, removed from
  the scene by the local watch, and so on),
  characters may return to retrieve loot.  If the
  characters do not loot the body, the gold piece
  value for the loot is subtracted from the encounter
  totals given below.
  The coin total is the number of gold pieces each
  character gains if they take the coin available.  A
  normal adventuring party can usually gather this
  wealth in a round or so.  If for some reason, they
  pass up this treasure, the coin total is subtracted
  from the encounter totals given below.
  Next, the magic items are listed.  Magic item
  treasure is the hardest to adjudicate, because
  they are varied and because characters may
  want to use them during the adventure.  Many
  times characters must cast identify, analyze
  dweomer or similar spell to determine what the
  item does and how to activate it.  Other times they
  may attempt to use the item blindly.  If the magic
  item is consumable (a potion, scroll, magic bolts,
  etc.) and the item is used before the end of the
  adventure, its total is subtracted from the
  adventure totals below.
  Once you have subtracted the value for
  unclaimed treasure from each encounter add it up
  and that is the number of gold pieces a
  characters total and coin value increase at the
  end of the adventure.  Write the total in the GP
  Gained field of the adventure certificate.  Because
  this is a Regional scenario, characters may spend
  additional Time Units to practice professions or
  create items immediately after the adventure so
  this 
  total 
  may 
  be 
  modified 
  by 
  other
  circumstances.
  Introduction:
  Accept the job and take the goods to the dig site
  APL 2: 10 gp (g)
  Encounter 1: 
  Deliver the goods to Farid bey’Hassan
  APL 2: 1 gp (g)
  Encounter 3:
  Capture or obtain the loot from Rashid
  APL 2: 2 gp (g); 60 gp (l); 7 gp (m).
  Encounter 6:
  Defeat the bandits
  APL 2: 1 gp (g); 56 gp (l)
  Conclusion A:
  Return the urns to the dig site (100 gp) and
  consecrate the crypt to neutralize the curse (50
  gp).
  APL 2: 150 gp (g)
  
  Secrets of the Past
  [Round 1]
  Page 18
  Conclusion B:
  Returning without insulting Farid will result in
  more orders, as explained in the Introduction.
  APL 2: 10 gp (g)
  Adventure Maximums
  APL 2: 297 gp.
  Appendix I: NPC’s
  Introduction:
  Essendi; male baklunish human; Brd1; CR 1;
  Medium Humanoid (5’ 3” tall); hp 6; Init +2; Spd
  30 ft; AC 12 (+2 Dexterity); Atks +0 melee (1d6,
  [crit 18-20] [x2], rapier), BAB +0, Grapple +0;
  Face/Reach 5 ft./5 ft.; SA: none; SQ: Bardic
  Abilities, Bardic Knowledge; AL CN; SV Fort +1,
  Ref +4, Will +2; Str 10 Dex 14 Con 12 Int 10 Wis
  10 Cha 16.
  Skills and Feats; Bluff +7, Diplomacy +7,
  Gather Information +7, Languages: Common,
  Baklunish, Old Oeridian, Orcish, Elven, Perform
  (Oratory) +9; Dodge, Skill Focus: Perform.
  Bard Spells:  (2): O Lvl: Daze, Detect Magic,
  Mage Hand, Prestidigitation
  Possessions: Dagger, rapier, Backpack,
  bedroll, flint & steel.
  Encounter One:
  Farid bey’Hassan; male baklunish human;
  Exp7; CR 6; Medium Humanoid (5’ 9” tall); hp
  30; Init +1; Spd 30 ft; AC 11 (+1 Dexterity); Atks
  +5 melee (1d4, [crit 19-20] [x2], dagger), BAB
  +5, Grapple +5; Face/Reach 5 ft./5 ft.; SA: none;
  SQ: none; AL LN; SV Fort +2, Ref +3, Will +5;
  Str 10 Dex 12 Con 10 Int 17 Wis 10 Cha 8.
  Skills 
  and 
  Feats; 
  Craft 
  (Potter) 
  +10,
  Decipher Script +13, Knowledge (History) +13,
  Knowledge (Nobility) +13, Knowledge (Religion)
  +13, Knowledge (Local: VTF) +13, Knowledge
  (Local: Sheldomar Valley) +13, Profession
  (Archaeologist) +16, Ride +11, Languages:
  Common, Baklunish, Old Oerdian, Dwarven,
  Elven; 
  Dodge, 
  Skill 
  Focus: 
  Profession
  Archaeology.
  Possessions: Dagger, Backpack, bedroll,
  flint & steel, 410 lances.
  Zarqua; male baklunish human; Exp6; CR 5;
  Medium Humanoid (5’ 6” tall); hp 26; Init +1; Spd
  30 ft; AC 11 (+1 Dexterity); Atks +4 melee (1d4,
  [crit 19-20] [x2], dagger), BAB +4, Grapple +4;
  Face/Reach 5 ft./5 ft.; SA: none; SQ: none; AL
  LN; SV Fort +2, Ref +3, Will +5; Str 12 Dex 12
  Con 10 Int 15 Wis 10 Cha 12.
  Skills and Feats; Decipher Script +11,
  Knowledge (History) +11, Knowledge (Nobility)
  +11, Knowledge (Religion) +11, Knowledge
  (Local: VTF) +11, Knowledge (Local: Sheldomar
  Valley) +11, Profession (Archaeologist) +14,
  Ride +11, Languages: Common, Baklunish, Old
  Oerdian, Dwarven, Elven; Dodge, Skill Focus:
  Profession Archaeology.
  Possessions: Dagger, Backpack, bedroll,
  flint & steel, 410 lances.
  Sheraz; female baklunish human; Brd3; CR 3;
  Medium Humanoid (5’ 5” tall); hp 14; Init +2; Spd
  30 ft; AC 12 (+2 Dexterity); Atks +2 melee (1d4,
  [crit 19-20] [x2], dagger), BAB +2, Grapple +2;
  Face/Reach 5 ft./5 ft.; SA: none; SQ: Bardic
  Abilities, Bardic Knowledge; AL CG; SV Fort +1,
  Ref +5, Will +3; Str 10 Dex 14 Con 10 Int 14 Wis
  10 Cha 16.
  Skills and Feats; Bluff +9, Diplomacy +9,
  Forgery +8, Gather Information +9, Languages:
  Common, Baklunish, Old Oeridian, Orcish,
  Elven, Perform (Fine Art) +12; Dodge, Mobility,
  Skill Focus: Perform.
  Bard Spells:  (3/2): O Lvl: Daze, Detect
  Magic, Flare, Mage Hand, Prestidigitation, Read
  Magic.  1 Lvl:  Cure Light Wounds, Expeditious
  Retreat, Feather Fall
  Possessions: Dagger, Backpack, artists
  implements, 20 sheets of parchment, drawing
  board, bedroll, flint & steel.
  Encounter Two:
  Medium Human Warrior Skeleton (9); Medium
  Undead; CR 1/3; 1d12; hp 6; Init +5 (Dex,
  Improved Initiative); Spd 30 ft; AC 15 (+1 Dex,
  +2 Natural, +2 heavy steel shield); Atk +1 melee
  (1d6+1 [crit 18-20] [x2], scimitar) or +1 melee
  (1d4+1 [crit 20] claw), BAB +0, Grapple +1;
  Face/Reach 5 ft./5 ft.; SA; None; SQ Darkvision
  60’, DR 5/bludgeoning, Undead, Immune to
  cold, Immunities; AL NE; SV Fort +0, Ref +1,
  Will +2; Str 13, Dex 13, Con –, Int –, Wis 10,
  Cha 1.
  Skills and Feats: None; Improved Initiative.
  Special Qualities: Undead:  Immune to
  mind-influencing 
  effects, 
  poison, 
  sleep,
  paralysis, stunning and disease.  Not subject to
  critical hits, nonlethal damage, ability damage,
  energy drain or death from massive damage.
  Immune to any effect that requires a Fortitude
  save (unless the effect also works on objects or
  is harmless).
  
  Secrets of the Past
  [Round 1]
  Page 19
  Immunities 
  (Ex): 
  Skeletons 
  have 
  cold
  immunity and take only half damage from
  piercing or slashing weapons.
  Immunite to Cold (Ex): Skeletons are not
  affected by cold.
  Possessions: None
  Encounter Three:
  Rashid; male baklunish human; Rog3; CR 3;
  Medium Humanoid (5’ 5” tall); hp 14; Init +3; Spd
  30 ft; AC 16 (+3 Dexterity, +3 Masterwork
  Studded Leather Armour); Atks +5 melee
  (1d4+2, [crit 19-20] [x2], masterwork dagger),
  BAB +2, Grapple +4; Face/Reach 5 ft./5 ft.; SA:
  Sneak Attack +2d6; SQ: Evasion, Trap Sense
  +1; AL CN; SV Fort +1, Ref +4, Will +1; Str 14
  Dex 17 Con 10 Int 13 Wis 10 Cha 8.
  Skills 
  and 
  Feats; 
  Climb 
  +8, 
  Craft
  (Trapmaking) +6, Disable Device +6, Jump +8,
  Hide +9, Move Silently +9, Ride +9, Search +6,
  Spot +6, Tumble +9, Languages: Common,
  Baklunish; Combat Expertise, Combat Reflexes,
  Flick of the Wrist.
  Possessions: 
  Masterwork 
  dagger,
  Masterwork Thieves Picks, Shovel, Backpack,
  bedroll, flint & steel, potion of Expeditious
  Retreat.
  Encounter Four:
  Medium Human Warrior Zombies (6); Medium
  Undead; CR ½; 2d12+3; hp 16; Init –1 (Dex);
  Spd 30 ft (can’t run); AC 11 (-1 Dex, +2 Natural);
  Atks +2 melee (1d6+1 [crit 20] [x2], slam);
  Face/Reach 5 ft./5 ft.; SA; None; SQ Undead,
  DR 5/slashing, Single Actions only, Darkvision
  60’; AL NE; SV Fort +0, Ref -1, Will +3; Str 13,
  Dex 8, Con –, Int –, Wis 10, Cha 1.
  Skills and Feats: None; Toughness.
  Special 
  Qualities: 
  Immune 
  to 
  mind-
  influencing effects, poison, sleep, paralysis,
  stunning and disease.  Not subject to critical
  hits, nonlethal damage, ability damage, energy
  drain or death from massive damage. Immune to
  any effect that requires a Fortitude save (unless
  the effect also works on objects or is harmless).
  Single Actions Only (Ex): Zombies have
  poor reflexes and can perform only single move
  action or attack action.  Thus they can move or
  attack, but can only do both if they charge.
  Possessions: None
  Encounter Five:
  Diggers; male baklunish human; Com1; CR 1/2;
  Medium Humanoid (5’ 4” tall); hp 5; Init +1; Spd
  30 ft; AC 11 (+1 Dexterity); Atks +2 melee (1d4,
  [crit 20] [x2], shovel, improvised weapon), BAB
  +0, Grapple +2; Face/Reach 5 ft./5 ft.; SA: none;
  SQ: none; AL LN; SV Fort +1, Ref +1, Will +0;
  Str 14 Dex 12 Con 12 Int 10 Wis 10 Cha 10.
  Skills and Feats; Climb +6, Profession
  (Diggers/Gravediggers) 
  +7, 
  Ride 
  +6,
  Languages: Common, Baklunish; Dodge, Skill
  Focus: Profession Digger.
  Possessions: Dagger, Shovel, Backpack,
  bedroll, flint & steel.
  Encounter Six:
  Henri; male baklunish human; Rgr1; CR 1;
  Medium Humanoid (5’ 7” tall); hp 10; Init +2; Spd
  30 ft; AC 18 (+2 Dexterity, +4 Chain Shirt, +2
  heavy Steel Shield); Atks +4 melee (1d6+2, [crit
  18-20] [x2], scimitar), BAB +1, Grapple +3;
  Face/Reach 5 ft./5 ft.; SA: none; SQ: Wild
  Empathy, Enemy Half-Orcs; AL CN; SV Fort +4,
  Ref +4, Will +2; Str 14 Dex 14 Con 14 Int 10 Wis
  15 Cha 8.
  Skills and Feats; Climb +6/+4, Jump +6,
  Listen +6, Ride +6, Search +4, Spot +6, Survival
  +6, Languages: Common, Baklunish; Dodge,
  Track, Weapon Focus Scimitar.
  Possessions: 
  Scimitar, 
  Dagger, 
  Short
  Composite Bow, 20 arrows, Chain Shirt, Heavy
  Steel Shield, Backpack, bedroll, flint & steel.
  Bandits; male baklunish human; War1; CR 1/2;
  Medium Humanoid (5’ 5” tall); hp 10; Init +2; Spd
  30 ft; AC 18 (+2 Dexterity, +4 Chain Shirt, +2
  heavy Steel Shield); Atks +4 melee (1d6+2, [crit
  18-20] [x2], scimitar), BAB +1, Grapple +3;
  Face/Reach 5 ft./5 ft.; SA: none; SQ: none; AL
  CN; SV Fort +4, Ref +2, Will +0; Str 14 Dex 14
  Con 14 Int 10 Wis 12 Cha 8.
  Skills and Feats; Climb +6/+4, Jump +6,
  Ride +6, Languages: Common, Baklunish;
  Dodge, Weapon Focus Scimitar.
  Possessions: 
  Scimitar, 
  Dagger, 
  Light
  Crossbow, 20 bolts, Chain Shirt, Heavy Steel
  Shield, Backpack, bedroll, flint & steel.
  
  Secrets of the Past
  [Round 1]
  Page 20
                                                     The Dig Site
  Each square equals ten feet.
  
  Secrets of the Past
  [Round 1]
  Page 21
  The Bandit Lair
  Each square equals five feet.
  
  Secrets of the Past
  [Round 1]
  Page 22
  A View to a Polvar
  Secular Authority
  Polvar City is the capital of the Polvar District of Ket. The district and city is ruled by Graf Emad Sed-
  Ackhem al’Polvar, or just Graf Emad (named after a famous Graf ancestor who died 100 years before in
  the Sarshon Rough a few days before his wedding). Graf is an equivalent title to Duke. Gref Emad is the
  vassal of Beygraf Nadaid of Lopolla.
  From the capital, Graf Emad holds court over the more important Beys (Lords) of his District (Dukedom).
  Apart from the city, the District is filled with small mining towns and even smaller agricultural based
  villages, thorps and estates. From these small settlements, meat and raw grain is shipped into the city
  daily to feed the population.
  In the Palace and in two other smaller barracks (one in the Hills District the other in the Tradesmen
  District) holds the military garrison controlled by the Graf.  Other than patrolling the walls and the hills for
  monstrous threats (or acting on rare occasions as brute squads in the city) these garrisons stay inside the
  barracks. Day to day policing is left up to the Polvar Lower Watch and the zealot Threshers.
  Law enforcement
  The city has several Districts, which should not be confused with a District of Ket. Though Threshers
  have jurisdiction over all of the land, the day-to- day policing of most of the city Districts are left up to the
  Polvar Lower Watch. Each District has a Captain. These men enforce the laws and handle the more
  minor issues, before there is a need for higher involvement. When there is a need for judgement, the
  Lower Watch take prisoners to (or call forth Thresher to them) to Thresher Square and hand them over
  for judgement there. From there, they are taken into the courthouse and a Jurat (appointed Judge who is
  a Mullah) sits in judgement of the accused. For higher crimes, this involves three or more Jurats (or two
  sub-Jurats aiding the Jurat) all casting Zone of Truth. Magical or otherworldly crimes always demand the
  involvement of the Threshers."
  
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  There is no limitation on having weapons or armor within the city (far different from Lopolla). Using such
  weapons though can lead to a stay in the copper mines or time in the stocks.
  Casting spells is legal as long as it does not cause a disturbance (casting spells in the open and in the
  streets is highly frowned upon). To sell magic spells or items, one needs a permit from the Archons (for
  Wizards) or the Brotherhood of Sorcery (For Sorcerers). Small chapter houses can be found in the city for
  the Brotherhood, and a large compound (location 19) serves as the District HQ for the Archons.
  Legality and courts
  Jurats: These are the judges of Ket. They come exclusively from the ranks of Mullahs of the True Faith,
  but are an organization, in principle, separate from the church, and in the employ of the government.
  Thus, the Jurats are considered a section of the Military, though a para-military at best. In the cities and
  large towns, they have permanent residence. In the rural area's, several wander the district, over lapping
  each other, stopping in to judge the trials of any serious crimes that await them. In Cities, when serious
  charges, such as murder, or anything to do with the arcane, three Jurats come together, and use their
  infamous Triple Zone of Truth. Some of the rare, yet powerful Jurats, are able to use Discern Lies (few
  Jurats have cleric levels that high, many cap out, and take levels of Expert, focusing in Law). But all
  criminal procedures are long and thorough. Both innocent and guilty alike are subject to intense
  questioning, searching for signs of guilt in many topics.
  In Polvar, these trials take place in the Court House that overlooks Thresher Square (the place of
  punishment).
  Threshers: These men are usually raised from childhood to become thug servants of Ket. Many come
  from orphanages or other institutions where propaganda can be drilled into their heads. Others are from
  notable families or Thresher offspring. These men handle the 'trials' for lesser crimes, minor theft,
  disorder, suspicion of disorder, suspicion of suspicion of disorder, etc. For these crimes, the Threshers
  will enact judgement without any need for a Jurat. They have the authority to use lethal force in carrying
  out their civil duties should it become warranted. Should a criminal be taken alive, and it is for a crime that
  needs resolution by a Jurat, then the prisoner will be held over (with few rights, always assume flawed
  until proven righteous) till a trial can be held. Typically, if it’s punishable by Stocks, then usually the
  Threshers handle it. In rural areas, villages and small towns usually have about 5 or so Threshers
  stationed permanently. They sometimes take families in the community. Cities and large towns on the
  other hand, can have Thresher Barracks, of 50 to 100 strong. Many rural area's have none, and have to
  wait for Thresher patrols to come check up on them. These patrols have set territory. The Capital city of
  Lopolla is entirely policed by Threshers. In the countryside, Threshers share their authority with the local
  Beys in a complicated and often chaffing manner. The Threshers represent the Beygraf's involvement (as
  morally sanctioned by the True Faith) in affairs, and the Beys represent their own noble rights to enforce
  their wills in Ket's feudal system. Tensions over jurisdiction are always high and unclear. What is clear, is
  that Bey's are not above the laws of Ket, but do function with a different set of them.
  Lower Watch: Usually designated with a City name, (Molvar Lower Watch, Polvar Lower Watch), these
  are the security guards of the cities and towns. They also function as Special Milita for larger towns. 100
  Threshers are not enough to police the every day occurrences of a city with 13,000 or so people, all bent
  on evil and chaos. These men (each led by a City-District Captain) handle the more basic daily affairs.
  They must use non-lethal damage, just like every other joe blow Ketite. They often carry saps for this.
  Though, they also have pikes and scimitars, for handling the more unusual threats. These men hand over
  criminals to the Threshers.
  
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  Non-Secular Authority
  The primary religion in Ket is the True Faith sect of Al’Akbar. Ever since the revolt against Keo’ish
  occupation some 240 years ago, the Church of the Restorer of Righteousness has had its hand in the
  policies of the government and the ethics and morality of the law and the culture.  But Ket is still not a
  Theocracy.
  In Polvar, the Mufti of Polvar City acts as the District church head, reporting to the High Mufti in Lopolla.
  He and his Mullahs hold prayer service at dawn and dusk from the High Mosque (map location 2).
  Because this one temple can not possible hold the 8000 actively praying individuals (of 13,000
  population), there are five other smaller Mosques scattered about the city and are used by the local
  populations, though at festival times, the courtyard of the High Mosque is a site of ritual.
  In the Church District (location 14) temples of varying size represent the prayer and clerk centers for the
  more organized faiths in Ket. That is not to say they do not have temples elsewhere in the city, or that
  other faiths that are not in the Church District, do not have a temple elsewhere.
  The more notable churches in this district are,  Al’Akbar (one of the 5 mosques in the city), Istus, Hextor
  (not a large following, but they have rich backers), Moradin, Boccob, Zilchus, Bralm,
  Notable temples elsewhere in the city;
  Fharlanghn has a shrine near the entrance of the Kal’iff Gate.
  Mouqol has his traditional tent temple at the center of the Bazaar.
  Geshai has a temple near the drinking pond and over see that part of the city function.
  Xan Yae has a small monastery located in the Hills District.
  Bleredd has a temple (and workshop) in the metal working section of the Tradesmen District.
  Joramy has a very small order of clerics that operate one of the foundries in the Foundry District
  Pelor has a small temple in the Slum District.
  Tharizdun has an awe inspiring black pyramid temple in the center of the Evil District (ok, I’m kidding).
  Population
  The nighttime population of the City of Polvar is approximately 12,600 but during the day, this tends to
  increase by about 10%.
  Though the culture of Ket is dominantly Baklunish, this was not always the case. Long before the
  baklunish people settled this forest filled valley, migrating Oeridean tribes had settled into the cozier
  eastern sections of the valley (away from the deeper parts of the Bramblewood). The area around Polvar
  City was such a place. The Bramblewood stopped short of this area (though now, it has been cut way
  back) and the tribes took to the flat land and the ore rich steps of the Yatils very quickly. As fate would
  have it, when the baklunish population settled Ket as a province of the Satrap, their superior magic and
  
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  technology quickly conquered the Oeridian populations. The two cultures quickly started to mesh, forming
  a culture different from that of the more western baklunish countries.
  220 years ago, the Keo’ish empire invaded Ket and took control of its government. For 15 long years,
  Suel humans migrated into the population, either has carpet baggers, or as long time garrison soldiers
  settling down for a married life.  When the Keo’ish were finally chased out, they left 15 years worth of
  building projects (in Suel style) and an influx into the gene pool. Many Suel became naturalize Ketites.
  In Polvar City, this Suel influx was not as great as other cities such as Falwur and Molvar. This was due
  to the remoteness of Polvar city (one needs to take the Infra road to Molvar, then backtrack east to get to
  Polvar). 
  The human population is approximately 11,000 (BOs). The rest (1,600) is split up between Dwarves
  (50%), Haflings (20%), Gnomes (18%), Hobgoblins (8%), Half Orcs (2%) Elves and Half-Elves (1%)
  Other humanoid and monstrous humanoid (1%).
  Elves: Monsters or just child eaters?
  The population of Ket (as well as many baklunish countries) have a deep distrust for elves. In Ket, this
  stems from the hostile relationship the humans have with the Wild and Wood elves of the Bramblewood.
  Elves from the Bramblewood are often considered ‘monsters’ and the more evil segment of the
  population shoot them on sight (as many elves shoot humans on sight in the Bramblewood), these local
  elves have very limited legal protection (they usually fall under property laws, and disturbing the peace
  when attacking them) within the civilized lands of Ket.  Luckily for the Elves, the majority of the Ket
  population are not blood thirsty murderers, so as long as these elves obey the laws, they are met with
  only scorn and the occasional spittle.
  Elves that are clearly from a Foreign land have more legal protection, and bring less scorn from the
  population. As part of the hospitality of the culture, these visiting elves tend to get flayed alive less.
  Though rarely ever truly excepted, foreign elves and half elves (who manage to stay within the laws) are
  known to contribute to the Ketite society in various forms (merchants, scouts, translators, craftsmen, etc)
  but at the end of the day, they truly are a second class citizen. This is why few elves choose to stay in Ket
  unless they have a good reason (even if they choose not to reveal what that reason is).
  Map Key and description
  [Note:  the blank area’s between districts are assumed to be taken up with buildings and minor streets]
  (1) The Graf’s Palace.
  The Graf and his family hold court here for the entire District. This compound also serves as the primary
  military barracks of the city (real soldiers, not Lower Watch or Threshers).
  (2) The High Mosque of The Restorer of Righteousness
  The main temple of the city, it sits high on a hill overlooking a square. The Mufti of Polvar reigns from
  here, commanding all the temples of the True Faith throughout Polvar District.
  (3) Highpick Gate (not actually a drawbridge, just a portcullis)
  This busy gate leads into the Hills District where many mines and thorps act as an extension of the city. A
  road leads further towards the very near Yatil mountains and more mines.
  (4) Kal’iff Gate (not actually a drawbridge, just a portcullis)
  
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  This gate leads to the farm communities that dot the flat land of Polvar District.
  (5) Thresher’s Square (place of punishment and justice)
  Like just about every other settlement in Ket, at the center of town is a place for gathering. Minor
  criminals are placed in stocks for all to see (but not interfere with) and on one side (on the hill) is the
  Court House, and on the other hill, the Thresher Barracks (with approximately 80 Threshers).
  (6) The Foundry District (the ore mined in the hills is taken here for processing)
  The raw ore from the hills and mountains stream into the different foundries here. The metal is processed
  and turn into ingots or other by request forms. Its either shipped out to other places in Ket or wheeled
  over to the Tradesmen District for use there.
  (7) The Hills (aka the Mining District. Due to the heavy flow of daily traffic, its considered part of
  the city)
  In the little valleys and the ore rich hills, pocket communities and organizations mostly mine ore here.
  Others are here for the remoteness, yet still within easy reach of the city. Several watch towers and a
  barracks keep this District secure, despite it being outside the city walls. 
  (8) Bey Lake
  This small lake forms from the river that flows out of the Yatil mountains. Its natural run off is towards the
  south east, but long ago, the city engineers (similar to Molvar City) diverted a section of the water to flow
  into the city and act as a fresh water source and at the same time, keep the sewer system flushed and
  draining. It comes out on the lowest point of the city (location 23).
  (9) Gumus Gate  (A gated inlet of both a supply of drinking water and sewer water)
  Under the watchful eye of a temple of Geshtai, a man made river diverts water from Bey Lake. The mostly
  submerged entrance through the city walls is portcullises and observed.  The water forms a pool where
  the cities water supply comes from. Commoners and servants make frequent trips to restock their at
  home supplies. The Geshtai Temple also offers laborers to do this service, for a small fee.
  Draining from the drinking pool, the water flows into the sewer system, filling the many downward
  sloping tunnels, keeping it flushed.
  (10) The Bazaar ( This is the tent city of the marketplace)
  Like all Bazaars in Ket, this one is regulated (by contract) to an agent of the Mouqullad Consortium. From
  here, various licenses and contracts are issued for lesser merchants to deal in specific goods. The
  Brotherhood of Sorcery has the Magic Item and Service contract for the Bazaars (much to the frustration
  of the Archons). The Brotherhood provides magical support to route out thieves. The Lower Watch
  detachment here is 50% larger then any other district and small units of Threshers make frequent patrols.
  At the center of the Bazaar is the tent temple of Mouqol, the hub of all mercantile trade in the city. Zilchus
  has a smaller following but an understanding has been worked out between them and servants of
  Mouqol.
  (11) Shadow Marsh  (though nothing substantial has been proven, the population fears this place)
  Rumors and urban legends abound about this mist covered swamp. Talk of spirits and creatures of
  shadow amuse thrill seekers and keep the children of Polvar in their beds at night. Though there have
  been claims of encounters, nothing has ever been proven to the general population. Though not officially
  off limits, the city authorities try to keep people (mostly children) away from this area.
  (12) The Bakery District  (This includes the major granary for the city)
  
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  Around the main granary, many bakers (and other produce and meat tradesmen) create the daily food
  supply of the city. Some of it is sold wholesale and direct to larger organizations (such as the garrisons),
  but most is delivered to various shops around the district and in the Bazaar.
  (13) Warehouse District
  This area mostly contains warehouses of different sizes to handle all the various goods that come into the
  city and have to sit for a while. There warehouses occasionally double as offices for Caravan Companies.
  (14) Church District  (The influential faiths of the city have churches here)
  In addition to the churches listed in the Non-Secular section, this district also houses the many clerks,
  scribes, sages and knowledge experts of the city. Government offices are here too.
  (15) Tradesmen District (Blacksmiths and other such tradesmen have workshops here)
  Blacksmiths, Millwrights, Carpenters, Fletcher, Tanners, Masons and a host of other types of tradesmen
  operate in this district. Though they are not exclusive to the part of the city (as their work often requires
  them to travel elsewhere to perform) most of the workshop and secondary support resources are found
  within these few blocks.
  (16) The Slums (the poorest district of Polvar)
  While few people outside of the Nobles and Merchants can be called rich, the poorest of the poor find
  themselves in this run down section of the city. Fires and other disasters are most frequent here, and the
  remains of several destroyed buildings lay about waiting to be rebuilt. One of the five Mosques is here
  and tends to the souls of the faithful. A small temple of Pelor has been set up here be foreigners and they
  ply their trade of healing and good wishes to the meek.
  (17) The Woods  (a park of sorts)
  From the beginning of the city, the original Graf wanted a place for his family to relax, so a section of the
  original Forrest was kept and the city was built around it. A small ruin rests near the middle of the woods.
  Technically this district is open to everyone, but the Lower Watch tend to move along anyone not of
  obvious means. Well used foot trails go through the woods and strolling lovers and stressed out upper-
  class can be found here.
  (18) The Hammock District
  Location of the Hammock Complex, on 3rd.
  (19) Archon Headquaters  (The Polvar District HQ for the Wizard Guild of Ket)
  This walled off tower and fort estate keeps the Archons secluded and private, just the way they like it.
  Getting in is by appointment only for non members. Even low ranking members can have a hard time
  gaining entry.
  (20) Bey District (Upper Class)
  City nobles and rich merchants (or rich anything) live in this posh section of the city. The large houses are
  a mixture of very small walled estates, to pushed together town houses. The architecture for these homes
  are very Baklunish, compared to the mix styling of the rest of the city.
  (21) Mill District (Granaries and  Mills)
  Ox powered mills grind the daily shipments of grain into flour here and it is then stored in one of several
  city Granaries. A city official keeps tracks of who owns what amount of grain. To some degree, the quality
  of grain is separated to different granaries and that ‘grade’ is recorded by the clerk as well. This grain is
  then moved to the Bakery District as needed, but usually stays in storage for the winter months.
  
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  (22) The Foreign Quarter (Ever city seems to have one).
  Where there is trade, there are foreigners. The architecture is a hogpog of local and imported stylings.
  Several Inns, taverns, a theater, stables, and other amenities a non-local may need, usually provided by
  non-locals who have decided to stay indiffinently. Though there is no law keeping foreigners here (they
  are free to move about the city), they typically prefer to stay amongst their own instead of risking the
  harsh realities of Ket culture.
  (23) The Lowpoint drain (where the sewer water exits the city)
  This is the lowest point of the city and the sewer tunnels merge here and the water drains out and
  through another submerged portcullised gate. The water at this end smells pretty bad, but it keeps the
  city pretty regular.
  (24) The graveyard. (and crypts in the hill sides).
  The dead of the city, be they burned and placed in a silver inlayed urn, or more commonly, interned as a
  corpse, end up here. The road leading to this small valley of death is called The Mourner’s Procession. It
  winds through the middle of the sprawling graves and tombs that have been nearly 1000 years in the
  making. Rumours speak of more ancient burial sites hidden amongst those of the Bakluni and Oeridians.
  More eloquent crypts occupy the hillsides.  The Graf’s family is kept under the palace and not here.
  During the day, a patrol of Lower Watch check both the valley graveyards and the hillside crypts. At night,
  no right minded person enters the valley of the dead for an awful howl of a wind echoes about. To protect
  from grave robbers, magical protections and guardians have been install, some as old as the city, some
  rumored to be older.
  
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/593/Intro mods/KETi3-01 - Secrets of the Past/KETi3-01 - Secrets of the Past.pdf