TEXT: LKoK 60 
   
   
   
   
   
   
  To Shake the Pillars of the World 
   
  A D&D Living Kingdoms of Kalamar® Adventure 
   
  by Tom and Alana Abbott 
  Edited By Troy Daniels 
   
   
  Heroes find themselves facing Kabori’s injustice in another land, and the very bedrock of the world 
  trembles in fear. 
   
   
   
  “To Shake the Pillars of the World,” ImageQuest, the ImageQuest logo, the Kenzer and Company logo, Living 
  Kingdoms of Kalamar, the Living Kingdoms of Kalamar logo and Pekal Gazetteer are trademarks of Kenzer and 
  Company. Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and 
  Company. © Copyright 2004, Kenzer and Company, Inc. All rights reserved. Dungeons & Dragons, Dungeon Master, 
  D&D, RPGA, Living, the d20 system logo and the Wizards of the Coast logo are all trademarks owned by Wizards of 
  the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by Kenzer & Company under license. © 2004 Wizards of 
  the Coast, Inc. 
   
   
  
  LKoK 60: To Shake the Pillars of the World 
  Living Kingdoms of Kalamar 
  1
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully 
  so that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
   
  Calculating Average Table Level (ATL) 
   
  LKoK uses ATL rather than Average Party Level 
  (APL) in an effort to offer challenging adventures 
  without massacring smaller or imbalanced 
  tables. What this means is that, to calculate the 
  ATL for a table, the levels of all the player-
  characters are added together. That number is 
  divided by six regardless of how many player-
  characters there actually are. This number 
  constitutes the party’s ATL (rounded to the 
  closest integer). If that number is not offered in 
  the adventure, the players may choose if they 
  play up (a higher ATL) or down (a lower ATL). It 
  is against the spirit of the campaign to deny a 
  player an open spot at a table in an effort to 
  maximize the treasure for the other players at 
  the table. Twelve players should play in 2 tables 
  of 6 not 3 tables of four. 
   
  Once you calculate the ATL write it down here 
  as you will need it later or setting the DC of 
  certain skill checks. 
   
  __________ 
   
   
  ADVENTURE NOTES 
  This module is an official supplement to the 
  Living Kingdoms of Kalamar campaign. It is 
  designed for 4 to 6 characters ranging from 1st 
  to 13th level. It is advised that PCs go through 
  this adventure with a full party, as the challenges 
  presented may overwhelm a small party of 
  adventurers. 
   
  You, the Judge (the authority figure of the table 
  and the administrator of the adventure), need a 
  copy of the Dungeons & Dragons® 3rd Edition 
  revised 
  Player's 
  Handbook 
  and 
  Dungeon 
  Master's Guide (v.3.5) for this event. The 
  adventure takes place in the Kingdoms of 
  Kalamar setting in the Principality of Pekal. 
  Therefore, the Judge should also have the 
  Kingdoms of Kalamar® Core Sourcebook and 
  the Kingdoms of Kalamar Player’s Guide. 
  Specific statistics for key Non-Player Characters 
  (NPCs) and other materials are included in the 
  appendix at the back of this adventure as well as 
  throughout the adventure text itself. Certificates 
  that may be photocopied are also included. The 
  Judge should read this adventure entirely no 
  less than once before playing in order to ensure 
  a precise flow of events, as there are many 
  aspects relating to the flavor and culture that are 
  important to the Living™ Kingdoms of Kalamar 
  campaign and to this adventure. 
   
   
  CALENDAR AND CLIMATE 
   
  It is the month of Siege-hold, and the air all over 
  the Vast Empire of Kalamar is stifling, so thick 
  with humidity in some areas that the locals joke 
  the air has become drinkable. In the Ka’Asa 
  Mountains, this humidity is coupled with the 
  noxious fumes of the still-active volcanoes. 
  Official propaganda from the offices of the Vast, 
  however, claims that this is the best time for 
  adventurers to travel to the mountains, as “the 
  climate is known to aid in the curing of most skin 
  diseases.” Unofficial word from the adventurers’ 
  guild in Kalamar is that the reason it cures the 
  skin diseases is because a little rash won’t 
  bother you much when you’re dead. 
   
  MODULE NOTES 
   
  This module takes place in the Ka’Asa 
  Mountains, an active volcanic range, in the 
  stronghold of Karasta “Irontop,” a land that once 
  belonged to the First Kingdom of the Seven 
  Clans of dwarves, and is now considered a 
  Protectorate of the Kingdoms of Kalamar. 
  Though this adventure can be completed without 
  any knowledge of the struggle between Pekal 
  and the Kalamaran Empire, Pekalese patriots 
  may see opportunities to make allies of the 
  Ka’Asa dwarves; if the PCs can tip the scale for 
  the Ka’Asa dwarves to renew their open battle 
  against the Kalamarans, Emperor Kabori will be 
  forced to rethink his current force deployment. 
   
  DMs should note at the beginning of this module 
  which PCs have the “From the Forge of Ketta 
  Asa” cert. Also note which players have 
  participated in “LKoK 55: The House of Nalar.” 
   
  BACKGROUND 
   
  Until about twenty years ago, the Ka’Asas 
  Mountains were ruled by King Ungrum of 
  Karasta, the First Kingdom of the Seven Clans 
  
  LKoK 60: To Shake the Pillars of the World 
  Living Kingdoms of Kalamar 
  2
  of dwarves. Despite the dangerous terrain, the 
  dwarven 
  nation 
  thrived, 
  producing 
  huge 
  quantities of obsidian, iron, gold, and diamond; 
  gnomish residents were known as accomplished 
  glassmakers and artisans. But though the nation 
  had long survived the dangers of nature, they 
  could 
  not 
  survive 
  the 
  dangers 
  of 
  their 
  neighboring nation: the Empire of Kalamar. For 
  years, Kabori sent his troops into Karasta to 
  challenge the dwarves, battles which escalated 
  until the infamous Battle of Kadir Ridge. 
   
  At Kadir Ridge, Marshall Jevanik of Kalamar led 
  2,000 infantrymen, 4,500 goblinoid mercenaries, 
  and scores of giants and ogres in an all-out 
  assault against the Karasta capital of Irontop. 
  The bloody battle lasted five days before the 
  dwarves and gnomes, their forces severely 
  depleted, abandoned the fortress, allowing it to 
  be overrun by the Kalamaran forces. Jevanik, 
  seeing his victory at hand, ordered his goblinoid 
  mercenaries and infantry to turn on the giants 
  and ogres, slaying all but a few survivors. He 
  then dismissed the goblinoid mercenaries, 
  granting them extra pay if they would scatter, 
  never to band together again. The occupying 
  force of humans was supplemented by a unit of 
  Kors Hobgoblins, noted for their ancient racial 
  hatred of the Ka’Asas dwarves, in order to keep 
  the local population under control. 
   
  The dwarves and gnomes have never given up 
  hope that the kingdom of Karasta will one day 
  be restored. Though King Ungrum still officially 
  rules, he is under the thumb of Duke Satira 
  Morika of Kalamar; many of his people consider 
  him a hostage of Kalamar to ensure their good 
  behavior. Despite the danger to their liege, 
  former military units of dwarves and gnomes 
  have continued to fight, waging guerrilla warfare 
  on the Emperor’s soldiers. They also have allies 
  among the humans: Kuoro Jalek, the Champion 
  of the Halls of the Valiant, is an ardent supporter 
  of the dwarves, and with him, most of the 
  servants of the Knight of the Gods. 
   
  As 
  this 
  adventure 
  begins, 
  the 
  dwarven 
  resistance has gotten word, through Ungrum’s 
  network of spies, that he and several other 
  dwarves that have been in custody of Duke 
  Morika are being moved from Karasta to Bet 
  Kalamar, on the premise of paying tithes to the 
  Emperor. Ungrum suspects, however, that the 
  Emperor intends to confront them about 
  diamond smuggling that has been going on, as 
  Karasta diamonds are appearing on the market 
  in Zoa in the Reanaaria Bay. As this could easily 
  lead to executions, Ungrum has written to his 
  people to stay strong should he not return. The 
  resistance, however, are unwilling to sacrifice 
  their king—who has endured much humiliation 
  to prevent an even greater number of his people 
  from serving as slaves in the mines—and have 
  sworn to find a way to free him.  
   
  In 
  addition, 
  dwarves 
  have 
  continued 
  to 
  disappear, 
  mostly 
  from 
  the 
  mines, 
  but 
  occasionally from the Kalamaran army, where 
  dwarves who are “loyal to the Kalamaran 
  Empire” are in reality providing information to 
  King Ungrum. The resistance is concerned 
  about these disappearances, and would be glad 
  of any information they could receive on the 
  topic. PCs may have discovered information on 
  this topic in Nalar’s laboratory in “LKoK 55: The 
  House of Nalar,” as the vampire wizard has 
  been using dwarves for his experiments 
  developing a type of undead known as 
  cormorants. 
   
  ADVENTURE SYNOPSIS 
  Introduction: 
  The adventurers find themselves in Karasta in 
  the Ka’Asa Mountains. While keeping a low 
  profile because they are Pekalese citizens, the 
  PCs come upon a festival in this former dwarven 
  city. Though on the surface, all seems well, it is 
  clear as the PCs witness an arrest that 
  something is rotten in the state of Karasta. 
   
  Encounter 1:  
  After getting a tip from either a Gray Legion 
  agent or Kuoro Jalek, the PCs have information 
  to contact the dwarven underground. There, 
  they must submit to a Zone of Truth spell to 
  determine that their intentions are good, and 
  have the opportunity to convince Sorgul Orekiln, 
  the leader of the dwarven resistance, that they 
  can help. (Giving the dwarves information about 
  their missing citizens certainly helps to convince 
  them.) 
   
  Encounter 2: 
  In order to prove themselves worthy allies, the 
  PCs must defeat, in arena style combat, several 
  captured hobgoblins of the Kors nation. 
   
  Encounter 3: 
  Trust gained, the PCs are given the whole story 
  on the dwarves’ intentions to rescue their king 
  and the other dwarven hostages, who are being 
  taken from Karasta to Bet Kalamar, and assault 
  
  LKoK 60: To Shake the Pillars of the World 
  Living Kingdoms of Kalamar 
  3
  the fortress of Irontop. The problem is that the 
  Kalamaran forces travel in groups of 100; they 
  need a small team to free the hostages while 
  they create a distraction. 
   
  Encounter 4:  
  The Ka’Asa Mountains are a dangerous place, 
  and getting into place to ambush the caravan is 
  no simple task. Near the location the dwarves 
  have chosen, a stone giant and a chasm lurker 
  are locked in combat. The PCs can choose to 
  engage either enemy, both, or just hope they kill 
  each other off without noticing them. By helping 
  the giant, however, they may win a powerful ally 
  over to the side of the dwarves. 
   
  Encounter 5: 
  The PCs make their attempt to sneak in and free 
  the prisoners from the convoy, taking great 
  pains not to alert any of the guards to their 
  presence. If the PCs are seen, they have to 
  defend the king from the elite soldiers guarding 
  him. 
   
  Encounter 6 (optional): 
  If there is enough time left in the module for two 
  final encounters, rather than just encounter 7, 
  the PCs are encouraged, through box text in 
  encounter five, to rescue King Ungrum’s 
  daughter from a small village where she is being 
  held. 
   
  Encounter 7: Final role-play with the dwarves. 
  Kuoro Jalek believes that now that the dwarves 
  have won another great battle, the Kalamarans 
  may leave. Sorgul Orekiln thinks that the 
  Kalamarans are too stubborn to abandon the 
  mines, and he feels that with the dwarves’ 
  human allies, they can rid all of the Ka’Asa 
  Mountains of the presence of the Kalamaran 
  army. King Ungrum turns to the PCs for their 
  advice. The PCs have a chance to help sway 
  this argument in either direction, and if they 
  succeeded in winning over a giant ally in 
  Encounter 4, have an even better bargaining 
  chip to help make their case. 
   
  Conclusion: 
  Good deeds done, the PCs make their way into 
  the wilderness again, preferably well outside the 
  borders of the Vast! 
   
  INTRODUCTION 
  Summary: The adventurers find themselves in 
  Karasta in the Ka’Asa Mountains. While keeping 
  a low profile because they are Pekalese citizens, 
  the PCs come upon a festival in this former 
  dwarven city. Though on the surface, all seems 
  well, it is clear as the PCs witness an arrest that 
  something is rotten in the state of Karasta. 
   
  Ah, the Ka’Asa Mountains. A breathtaking 
  natural splendor, a place to pay homage for 
  the works of the gods. Except for the smell, 
  of course. Active, sulfur spewing volcanoes 
  run down the spine of the continent, 
  separating the city states of Reanaaria Bay 
  from the Empire of Kalamar.  
   
  And you’re on the wrong side of the border. 
   
  Karasta is, to first appearances, a small 
  town. There are a few small buildings and 
  workshops above ground, mostly tended by 
  humans, but most of the patrons are 
  dwarves. 
  Upon 
  further 
  examination, 
  scattered 
  about 
  the 
  town 
  are 
  various 
  staircases, mechanical lifts, and tunnels that 
  lead down into the heart of the mountains.  
   
  If any of the PCs are followers of the Knight of 
  the Gods (or would be more likely to respond 
  well to a cleric of the Knight of the Gods than a 
  Gray Legion member), read the following. If 
  none of them are, read the following boxed text 
  with the Gray Legion contact. 
   
  A dwarf leaving a bakery looks at you and 
  scowls. Pasting a tight sneer on his face, he 
  stumps over to you. 
   
  “Ah, here to be gawkin’ at the dwarves, are 
  yeh? Yeh dress to proclaim to follow the 
  faith of the Knight of the Gods, yet what 
  good have you e’er done? This once were 
  called the First Kingdom o’ the Seven Clans, 
  and 
  is 
  now 
  sullied 
  by 
  the 
  name 
  of 
  Protectorate of the Kingdom of Kalamar. 
  G’on, get yer gawkin’ selves outta here, or 
  prove ye’re different and worthy o’ your faith. 
  There’s a trial down below in abou’ an hour. 
  Go watch the ‘justice’ of Duke Mokira. If ye 
  be true members of the faith, seek me out 
  afterwards, and we’ll talk. Me name’s Kuoro 
  Jalek, an’ don’ ye ferget.” 
   
  Read the following boxed text to those parties 
  that do not have followers of the Knight of the 
  Gods, or who would be more likely to respond to 
  a member of the Gray Legion.  
   
  
  LKoK 60: To Shake the Pillars of the World 
  Living Kingdoms of Kalamar 
  4
  A baker leans out of his door and waves you 
  over. “Nice fresh buns! Hot bread! Pekal’s 
  finest gray truffles! Scads of muffins, legions 
  of cookies!”  
   
  This is a hint that hopefully the players will pick 
  up on. If this is a table of players who have 
  never encountered the Gray Legion, make it 
  obvious that this baker wants their attention. 
   
  “Welcome to Karasta,” the baker says 
  quietly. “A message has been passed from 
  the Prince. Fomenting trouble here in 
  Kalamar would be a good way to relieve 
  some of the pressure at home. And, from 
  personal experience, Karasta is ripe for 
  some trouble. If you want to see what I mean, 
  and are willing to help, go down a level, in 
  about an hour, and there’ll be a big show trial 
  in the public circle. After the trial, if you're as 
  upset as I am, go find a dwarven cleric of the 
  Knight of the Gods named Kuoro Jalek. 
   
  If the PCs head toward the trial, make them give 
  you Listen checks, and give out some of the 
  rumors below. If they do not head toward the 
  trial, the mod is over. 
   
  Rumors: 
  • 
  Listen check DC 5: Pekal has fallen 
  • 
  Listen check DC 10: No, you idiot, Pekal 
  has freed itself and won a major victory 
  • 
  Listen check DC 10: The cities of 
  Reanaaria Bay are willing to support 
  Karasta’s 
  independence 
  for 
  favorable 
  prices on diamonds. 
  • 
  Listen check DC 11: The Kingdom of Basir 
  has started to question its ties with Kabori. 
  • 
  Listen check DC 12: King Ungrum has 
  been repeatedly humiliated by Duke Mokira 
  (True) 
  • 
  Listen check DC 17: King Ungrum is in 
  contact with the local resistance movement 
  (True) 
  • 
  Listen check DC 25: King Ungrum has 
  been 
  holding 
  back 
  the 
  resistance 
  movement to protect dwarven hostages. 
  (True) 
   
  Proceed with the boxed text below if the PCs go 
  underground. 
  It is dim below ground, despite the presence 
  of torches and magical lights. The torches 
  leave a strong scent of pitch, but the smoke 
  is carried away through a number of 
  ventilation shafts.  
   
  A few blocks ahead, you here the low 
  murmurings of a frustrated crowd. Upon 
  sighting them, you begin to understand why. 
   
  There is a raised platform set up in the 
  center of the square. A podium stands upon 
  it, and the trappings of a trial by law 
  surround it, complete with witness stand, 
  court scribe, judge, and a few extras… 
  including a rack, a brazier with hot irons 
  sticking out of it, and a gallows. The entire 
  affair is surrounded by forty guards, and 
  monitored by at least two wizards 
   
  The judge rings out, “Let the defense rest.” A 
  regal dwarf on the dais raises his hand in 
  protest “Your Grace! I haven’t begun my 
  closing arguments!”  
   
  The judge snickers. “Oh, I’m sorry, King 
  Ungrum. But, you see, I have somewhere I 
  have to be, and he’s obviously guilty. Matters 
  of state call me, and treason is so weighty a 
  crime that delaying punishment would be 
  unfair.”  
   
  “TREASON?" the dwarven king protests. 
  "Duke Mokira, he was arrested for public 
  drunkenness!” 
   
  “Oh? But treason sounds so much better, 
  and you dwarves are always drunk anyway. 
  Enough. I’m leaving for a party, so I’ll delay 
  his sentencing until later. I don’t want to 
  miss the sport. Guards! Hold him in the 
  dungeon until I’m ready for him. Or until he 
  dies if I forget about him.” With that, the 
  supercilious human stands and makes is 
  way off the dais, surrounded by bodyguards, 
  who raise their shields as a preemptive 
  defensive measure against thrown fruit and 
  rocks. 
   
  Off to the north side, you can make out the 
  vestments of a dwarven cleric of the Knight 
  of the Gods. 
   
  “So ye seen what ye seen, now, eh? To be 
  fair, this weren’t as bad as it gets." Kuoro 
  Jalek sighs. “Usually, them torture devices is 
  used immediately. King Ungrumn’s tha’ 
  bravest of us all, fer he humbles his own 
  honor t’save as many as he can. And fer his 
  
  LKoK 60: To Shake the Pillars of the World 
  Living Kingdoms of Kalamar 
  5
  paymen’, he’s soon to be dragged to Kabori 
  and blamed for Mokira’s smuggling. You 
  wish to help? Head nor’ out of town for a 
  mile, then head off the track east. Look fer a 
  large boulder shaped like a war helmet. We’ll 
  find ye there.” Jalek turns and stumps away 
  without another word. 
   
  If the PCs follow Jalek’s advice, go to Encounter 
  1. If the PCs do not, the module is over. 
   
  ENCOUNTER 1 
  Dwarven Underground 
   
  Summary: After getting a tip from either a Gray 
  Legion agent or Kuoro Jalek, the PCs have 
  information to contact the dwarven underground. 
  There, they must submit to a Zone of Truth spell 
  to determine that their intentions are good, and 
  have the opportunity to convince Sorgul Orekiln, 
  the leader of the dwarven resistance, that they 
  can help. (Giving the dwarves information about 
  their missing citizens certainly helps to convince 
  them.) 
   
  As you leave the civilized areas of Irontop 
  and venture into the Ka'Asas Mountains, you 
  see the wild areas spoken of in song and 
  legend. The rock face juts out against the 
  small paths, large enough for only goats and 
  halflings to tread comfortably, and the scrub 
  is dry and pungent. Enemies or predators 
  could be lurking around any corner, hidden 
  in caves or crevices, waiting to spring. 
   
  To make matters worse, darkness is falling, 
  and in the distance, you see the red fires of 
  the still-active volcanoes. The whole range is 
  filled with sparks of light, like distant 
  campfires, only far more sinister. From what 
  has been said about the range, any place 
  could lurch into flame at any moment--even 
  Karasta... 
   
  Allow the PCs to make Spot checks. If they are 
  all laughably low, continue the feeling of danger 
  that lurks around every corner and allow them to 
  make Spot checks again. The goal here is only 
  to heighten the sense of danger before allowing 
  the person with the highest Spot check to 
  recognize the landmark they were given in the 
  introduction. 
   
  There! You see the boulder you were told to 
  look for, the one that looks like a war helmet. 
  Behind it is a path, which you only see 
  because you were told to look for it, that 
  leads directly into the stone face. 
   
  The PCs may have varying thoughts on how to 
  make a good first impression on the dwarves. 
  Allow them to state their actions--searching the 
  area for tracks is a waste of time, as all of the 
  tracks have been brushed clear (something 
  someone with Track who can make a DC 
  17+ATL Survival check would realize).  
   
  The stone face appears to be blank, but in 
  reality has a great stone door that is hidden with 
  a permanent consistent image spell, which 
  would require a DC 20 to dispel. In order to keep 
  the door hidden, it also has obscure object and 
  Nystul's magic aura cast on it. 
    
  Once the PCs get through the illusion, read the 
  following: 
   
  The enemies you suspected lurking without 
  seem to appear right before you. It is no 
  Kalamaran soldier who greets you, but a 
  dwarf wielding a pike ready to pierce your 
  throats. In the dim light of the tunnel, you 
  barely make out other dwarven faces, most 
  of them behind bows, crossbows, and 
  halberds. Their number is hard to guess in 
  the fading light, but there are at least five 
  hidden. 
   
  "Why come ye to this place?" the dwarf 
  demands, holding off his attack as he gives 
  you a chance to respond. 
   
  This is Sorgul Orekiln, the leader of the 
  resistance in the mountains. Lucky for the PCs, 
  he was spending his own turn at guard duty, 
  something he demands of all of his captains. 
  Unlucky for the PCs, he doesn't trust anyone 
  who isn't a dwarf or a gnome. All non-dwarf or 
  non-gnome PCs take a -5 penalty to Charisma 
  based checks to overcome Orekiln's racism. A 
  half-hobgoblin or a hobgoblin receives a -10 
  penalty. 
   
  He is, however, willing to listen, just very difficult 
  to win over.  
   
  ATL 1-3: Diplomacy DC 20 
  ATL 5-7: Diplomacy DC 30 
  ATL 9-11: Diplomacy DC 40 
  ATL 13: Diplomacy DC 50 
   
  
  LKoK 60: To Shake the Pillars of the World 
  Living Kingdoms of Kalamar 
  6
  Some PCs already have an advantage in 
  speaking with Orekiln due to their purchase from 
  the Ka'Asa Forge (a cert from "A Is for 
  Assassin"). The PCs can improve their chances 
  through good roleplay (at the discretion of the 
  DM) or through mentioning the following: 
   
  • 
  They are citizens of Pekal who have 
  been fighting against the Kalamaran 
  legions. +1 
  • 
  They have helped to destroy the lab of a 
  vampire who was experimenting on 
  dwarves--possibly the same dwarves 
  who have disappeared. +5 
  • 
  Additional tales of their own bravery and 
  good intent. +1 each 
  • 
  Good reasons why they actually want to 
  help the dwarves (justice is reasonable; 
  mentioning being sent by Kuoro Jalek is 
  another). +1 each 
   
  As long as the PCs are polite or genuine in their 
  desire to help the dwarves, Orekiln gives them 
  all the time they need. If the PCs are belligerent, 
  however, 
  Orekiln 
  steps 
  back, 
  coughs 
  a 
  nonsense word (it sounds vaguely like the word 
  for "rutabega" in Dwarven), and the PCs are 
  transported via the teleportation circle they've 
  been standing on. If this happens, read the 
  following box text: 
   
  Your nostrils suddenly feel clearer as you 
  breathe in the smell of sea-salt. It takes you a 
  moment to realize that the dark room in 
  which you are standing is not, in fact, the 
  dark room you left behind. Outside the 
  window, you hear a street hawker calling out, 
  "Fine Zoa fish for sale! We take gold from all 
  nations!" 
   
  At this point, the adventure is over. 
   
  If the PCs are polite but do not manage to pass 
  the diplomacy check, Orekiln still views them 
  skeptically. 
   
  "Ye sound like honest folk," the stern dwarf 
  admits, "but many folk can sound honest. 
  Can ye swear to yer honesty? Submit yer will 
  to my companion, a servant of Suzek, and we 
  may accept ye as allies." 
   
  DC 10 Religion check reveals the Suzek is the 
  Dwarven name for the Mother of the Elements. 
   
  Orekiln is asking the PCs to submit to a zone of 
  truth spell. If they willingly agree and genuinely 
  mean to help the dwarves, they are granted 
  automatic success on their Diplomacy rolls. 
   
  After the PCs succeed at the Diplomacy check, 
  either through roleplay or through the zone of 
  truth spell, Orekiln agrees to take them into the 
  mountain.  
   
  The dwarf lowers his pike and looks at you 
  appraisingly. "Well then, it seems ye may be 
  what ye say after all. But if ye want ter be our 
  allies, we have one more test for ye. Would 
  ye risk yerselves for our cause?" 
   
  If the PCs agree (or wisely ask for more 
  information), Orekiln continues. 
   
  "We caught a group of hobgoblins from the 
  Kalamaran army scouting our area and 
  trapped 'em down here. One managed to get 
  out, and we caught him and got the 
  information out of him we needed. Now 
  we've got some hobs and a blocked up trap. 
  If ye can rid us of their infestation, we'll know 
  ye're not only willin' to risk for us, but ye're 
  worth havin' as allies. What say ye?" 
   
  If the PCs agree to this, move on to Encounter 
  2. If they protest or declare that they won't use 
  the teleport circle text used on belligerent PCs. 
   
  ENCOUNTER 2 
  We’ll Battle, of Kors 
   
  Summary: In order to prove themselves worthy 
  allies, the PCs must defeat, in arena style 
  combat, several captured hobgoblins of the Kors 
  nation. 
   
  You are lead down a series of long tunnels. 
  Far below where bats would live, one of the 
  dwarves carries a small canary in a basket. 
  The leader, Orekiln, says, “If the canary kicks 
  it and goes silent, we turn aroun’ and run. 
  Normally, this is a coal gas trick, but these 
  be volcanic mountains, and there’re other 
  dangerous gasses down here. Ah. Here we 
  be. Through this gate be trapped some Kors 
  mercenaries, workin’ for Kabori. We could 
  kill them from a distance, and we were about 
  to, since they refuse to negotiate. But now 
  it’s your job. Our lives be on the line daily, 
  fer our people. Prove yer worthy of our trust. 
  
  LKoK 60: To Shake the Pillars of the World 
  Living Kingdoms of Kalamar 
  7
  We’ll open the gate five minutes after we let 
  you in.” 
   
  With that, he turns away. You can hear his 
  footsteps as he traipses towards the gate 
  mechanism.  
   
  Allow 
  the 
  PCs 
  two 
  rounds 
  to 
  prepare 
  themselves. There is not a surprise round. 
  Should anyone have moral problems with the 
  entire concept, if they detect evil, all of the 
  hobgoblins rate as strongly evil. At ATL 3 and 
  higher, the hobgoblins are all raging on their first 
  turn, and gain a +4 initiative bonus for hearing 
  the gate start to open. 
   
  ATL 1:  
  Hobgoblin War1 (4): Monstrous Humanoids, hp 
  12 
   
  ATL 3: 
  Hobgoblin Bbn1 (4): Monstrous Humanoids, hp 
  16 
   
  ATL 5: 
  Hobgoblin Bbn2 (4): Monstrous Humanoids, hp 
  27 
   
  ATL 7: 
  Hobgoblin Bbn4 (4): Monstrous Humanoids, hp 
  49 
   
  ATL 9: 
  Hobgoblin Bbn6 (4): Monstrous Humanoids, hp 
  71 
   
  ATL 11: 
  Hobgoblin Bbn7 (5): Monstrous Humanoids, hp 
  89 
   
  ATL 13: 
  Hobgoblin Bbn9 (5): Monstrous Humanoids, hp 
  113 
   
  ENCOUNTER 3 
  What’s the Buzz? 
   
  Summary: Trust gained, the PCs are given the 
  whole story on the dwarves’ intentions to rescue 
  their king and the other dwarven hostages, who 
  are being taken from Karasta to Bet Kalamar, 
  and assault the fortress of Irontop. The problem 
  is that the Kalamaran forces travel in groups of 
  100; they need a small team to free the 
  hostages while they create a distraction. 
   
  Regardless of whether the PCs were successful 
  in killing the hobgoblins, their attempts have 
  convinced the dwarves that they are truly 
  committed to the Ka’Asas cause.  
   
  Battle over, the dwarves usher you out of the 
  cavern and welcome you as their own. Even 
  Orekiln has overcome his hesitance in 
  allowing you to help. There is promise of 
  food, beds, and the making of plans. Orekiln 
  has a way that you can help, but has no time 
  to discuss; instead, he encourages you to 
  explore the encampment—though not to go 
  beyond sight of the sconces the dwarves 
  have placed on the cave walls, as there are 
  dangers lurking beyond. He says he’ll find 
  you in the morning. 
   
  The PCs have half a day (and all night, if they 
  wish), to explore the encampment, though it 
  certainly won’t take them that long. Wattle huts, 
  tents, and ramshackle shanties have been 
  thrown together in a series of large caverns. 
  There is, of all things, a tavern, which seems to 
  be doing brisk business selling Renaarian liquor 
  and ales. Although there are very few places to 
  purchase 
  supplies, 
  there 
  are some, 
  and 
  mundane equipment (like ammunition) can be 
  replaced. The dwarves have no alchemical 
  mixtures for sale, nor specialized weaponry, but 
  odds and end like rope, candles, flint and steel, 
  playing cards, dice, and other more frivolous 
  paraphernalia are easy enough to come by. 
   
  If PCs did not hear rumors in the Introduction, 
  they can certainly gather information from the 
  dwarves and hear much the same (using Gather 
  Information as the skill check rather than Listen). 
  The dwarves are more concerned about their 
  own state than the war between Kalamar and 
  Tokis, however. The PCs may also overhear or 
  learn the following: 
   
  • 
  Gather Information DC 10: There is a 
  brisk business between the Ka’Asa 
  stronghold and Zoa. Most of what the 
  dwarves purchase, on the record, is ale. 
  • 
  Gather Information DC 15: The dwarves 
  have many contacts in Zoa who have 
  helped them stockpile weaponry that the 
  dwarves can’t make for themselves. 
  • 
  Gather Information DC 17: There are 
  other dwarven rebel cells throughout the 
  Ka’Asa Mountains and Reanaaria Bay. 
  • 
  Gather Information DC 20: Legend 
  among the Ka’Asas speaks of a treasury 
  
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  8
  of the Mountain Kings: magical items 
  and treasure that physically represents 
  the traditions and heritage of the 
  Ka’Asas people.  If this treasury exists, 
  the items that belong in it have been 
  missing since the Kalamaran invasion. 
  • 
  Gather 
  Information 
  DC 
  25: 
  The 
  Kalamaran Duke (dwarves spit rather 
  than say his name) has been stealing 
  diamonds from his own mines and 
  selling them to a merchant in Zoa. 
  • 
  Gather Information DC 30: The dwarves 
  have been skimming off the top as well, 
  smuggling their wealth into Reanaaria 
  Bay area in exchange for arms and 
  assistance. 
  • 
  Gather Information DC 35: Not only 
  does the dwarven resistance have 
  friends among the slaves in the mines, 
  but also among Kabori’s own military. 
  Ka’Asas have been hired into the 
  military as scouts, because of their 
  intimate knowledge of the mountains. 
  • 
  Gather Information DC 40: The time is 
  coming to strike, now that they have the 
  supplies they need and their people are 
  placed in strategic areas. All the 
  resistance needs is the right moment to 
  make their move. 
   
  After spending some time with the dwarves (for 
  a small fee, as per the PHB, a dwarven cleric of 
  the Mother of the Elements offers them low-level 
  healing if they were wounded in the battle with 
  the hobgoblins), the PCs are shown to a tent 
  they will be sharing with some other dwarven 
  soldiers. Casters can use this time to regain 
  their spells; all the PCs can use the time to rest. 
  If the PCs decide to set a watch, the only thing 
  they notice is that their tent mates are 
  particularly loud snorers. 
   
  Once what passes for morning inside the 
  mountain begins, Orekiln arrives at the PCs’ tent 
  and takes them back to the tavern to discuss 
  their mission. 
   
  “’Tis fate has brought ye here when we 
  needed ye,” says Orekiln, stroking his beard. 
  “Ye may have heard that we’re ready to 
  begin 
  making 
  our 
  war 
  against 
  the 
  Kalamarans out in the open. They’ve just 
  provided us with the perfect moment to 
  strike. 
  We’ve 
  heard 
  word 
  from 
  our 
  intelligence inside the fortress that Kabori—” 
  he spits as he says the name— “has 
  commanded King Ungrum be brought to Bet 
  Kalamar. This canna be good news for our 
  people. Ungrum has long stood for us, 
  keepin’ our people out o’ harm’s way as best 
  as he can. We’ll not let him get taken to the 
  capital, likely to be executed, or worse, 
  enchanted into bein’ a loyal servant of that 
  wretch’s crown. Nay, we mean to steal him 
  right from under their noses. And while that 
  unit is gone from the city, marching toward 
  Bet Kalamar, we mean to take back Irontop 
  as well. The only thing we were lacking was a 
  skilled team to keep the king safe while our 
  forces attacked the legion. And here ye are!” 
   
  The PCs likely have a number of questions for 
  Orekiln. Several possibilities are answered 
  below. 
   
  We’re supposed to kidnap/steal/rescue the king? 
  “Aye,” says Orekiln. “Ye are to go in without 
  arousing too much suspicion. Me and mine’ll 
  form a distraction so that ye have the time to 
  get him out and away from the baddies.” 
   
  Why not just take on the Kalamaran’s in the 
  open? 
  “Och, ye jest!” laughs Orekiln, before he 
  realizes you were serious. “Nay, t’would be 
  folly, e’en for ye. The soldiers move in 
  centuries—meaning there are one hundred 
  men, all soldiers, in each group. E’en with 
  our men inside, serving as scouts, we’d do 
  poorly at a head on attack. ‘Tis why we’ve 
  been harrying them from the mountains 
  these long years!” 
   
  What is the terrain like/what dangers might we 
  face? 
  “The mountains are treacherous, but less so 
  for ye than Kabori’s lackeys, as ye’ve not got 
  dwarves attacking ye as well. There be 
  monsters of all sorts, wild animals, and 
  worst, the giants. There be fire giants, who 
  fought against us at Kadir Ridge, only to be 
  turned on by the Kalamarans. O’ course, fire 
  giants can’t be trusted either. There be other 
  giants in the hills as well, but they stay as far 
  away from the Kalamarans as they can.” 
   
  Where are you going to be? 
  “We be comin in from t’other side, to drawem 
  away from ye. Ye’ll have t’make yer own way 
  through the mountains.”   
   
  When do we go in? 
  
  LKoK 60: To Shake the Pillars of the World 
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  9
  “We’re stagin’ attacks on both Irontop and 
  the century transportin’ King Ungrum tonight 
  at twenty-three bells.  The dark will make it 
  difficult for us to hit them, to be sure, but it 
  makes it easier for us to make it seem as 
  though we’ve more men than we have.” 
   
  How do you know where the king will be/where 
  will we attack the century? 
  “Our scouts inside the military are the ones 
  that have given us this information. They’ll 
  be traveling off the main roads, but we’ll give 
  ye the location on the map. We’ve plenty of 
  routes 
  through 
  these 
  mountains 
  the 
  Kalamarans will never know.” 
   
  Orekiln hands you a map; the path he’s 
  outlined 
  for 
  you 
  winds 
  through 
  the 
  mountains, crossing a bridge before uniting 
  with a slightly larger path to the south. No 
  other paths are marked.  The crossroad is 
  circled. 
   
  What if we have to engage the enemy in 
  combat? 
  Orekiln’s face darkens. “Then ye must be 
  sure that none of them are able to recognize 
  ye. Ye’re no dwarves, so reports of yer 
  activities may not tip our hand. The longer it 
  takes Kabori to hear of our victory—for it will 
  either be victory or death—the better we can 
  position our defenses for the day he wishes 
  to try taking us back.” 
   
  What does this job pay? 
  Orekiln laughs. “Now ye’re thinkin’ like 
  dwarves! ‘Tis not much we can offer ye, but 
  we’ll give ye each a diamond from one of our 
  mines the Duke hasn’t yet discovered.” 
   
  ENCOUNTER 4 
  Welcome to My Parlor 
   
  Summary: The Ka’Asa Mountains are a 
  dangerous place, and getting into place to 
  ambush the caravan is no simple task. Near the 
  location the dwarves have chosen, a stone giant 
  and a chasm lurker are locked in combat. The 
  PCs can choose to engage either enemy, both, 
  or just hope they kill each other off without 
  noticing them. By helping the giant, however, 
  they may win a powerful ally over to the side of 
  the dwarves. 
   
  The stench of the volcanoes continues to 
  flood your nostrils, damp air clinging to your 
  clothes and skin. Despite the warnings of the 
  dwarves, most of the path they marked off 
  for you is clear of dangerous animals and 
  monsters. Clear, that is, until you reach the 
  bridge. On the other side, you see two 
  creatures locked in battle. One has eight legs 
  and resembles an enormous spider, with the 
  exception of its lizard-like mouth and teeth. 
  Its opponent, a gray-skinned humanoid who 
  stands nearly twelve feet tall, is dwarfed by 
  the spider-creature, which snaps its jaws 
  near the humanoid’s face. 
   
  They do not appear to have noticed you yet, 
  but it is clear that the humanoid was caught 
  off guard, and it appears to be unarmed. A 
  stone greatclub rolls near its feet. 
   
  The two creatures in combat are a Chasm 
  Lurker and Bapto, a stone giant. The PCs are 
  just outside of the Chasm Lurker’s sixty foot 
  tremorsense radius; unless the PCs approach or 
  in some way draw attention to themselves, they 
  could go unnoticed. 
   
  If they decide to watch to see how it goes, allow 
  Bapto to make a Spot check (DC 8 or the PCs 
  Hide checks, if and only if they think to Hide) to 
  see the PCs. If the PCs approach, Bapto sees 
  them immediately, and the Chasm Lurker is 
  aware of their presence (though it continues to 
  attack Bapto, as Bapto is still the largest target, 
  and therefore the largest meal). 
  As soon as Bapto notices the PCs, read the 
  following. 
   
  “You, small people, help Bapto!” cries out 
  the gray humanoid in Merchant’s Tongue, his 
  voice on the edge of desperation. 
   
  If the PCs decide not to help Bapto, his pleas 
  become 
  increasingly 
  more 
  urgent. 
  Some 
  examples are as follows: 
  • 
  “Bapto can’t get to club! Please 
  help!” 
  • 
  “Small people help Bapto, Bapto help 
  small people!” 
   
  Both Bapto and the Chasm Lurker have neutral 
  alignments and do not detect as evil.  
   
  If the PCs do not intervene (or are simply not 
  noticed), Bapto finally manages to grab his 
  greatclub; inside of two rounds after this, he 
  clubs the Chasm Lurker to death, but he is 
  greatly wounded in the process. If they ignored 
  
  LKoK 60: To Shake the Pillars of the World 
  Living Kingdoms of Kalamar 
  10
  his pleas, Bapto glares at the PCs as he 
  wanders off into the mountains. 
   
  UNDER NO CIRCUMSTANCES DOES BAPTO 
  ATTACK THE PCs AT ATL 5 AND LOWER! The 
  only reason Bapto would attack the PCs is if 
  they were a danger to him; he does not attack 
  them unless they attack him first, and then only 
  at ATL 7 and higher. 
   
  ATL 1:  
  Fatally 
  Wounded 
  Chasm 
  Lurker: 
  Huge 
  Magical Beast, hp 12 
   
  ATL 3: 
  Wounded Chasm Lurker: Huge Magical Beast, 
  hp 25 
   
  ATL 5: 
  Chasm Lurker: Huge Magical Beast, hp 45 
   
  ATL 7: 
  Advanced (7HD) Chasm Lurker: Huge Magical 
  Beast, hp 53 
  Bapto: Large Giant, (wounded) hp 79 
   
  ATL 9: 
  Advanced (9HD) Chasm Lurker: Huge Magical 
  Beast, hp 77 
  Bapto: Large Giant, hp 119 
   
  ATL 11: 
  Advanced (11 HD) Chasm Lurker: Huge 
  Magical Beast, hp 94 
  Bapto: Large Giant, hp 119 
   
  ATL 13: 
  Advanced (13HD) Chasm Lurker: Gargantuan 
  Magical Beast, hp 137 
  Bapto: Large Giant, hp 119 
   
  The Chasm Lurker is hunting, which is why it 
  attacked Bapto. Its strategy, even after the PCs 
  attack, is to use its bite attack on Bapto, using its 
  leg rakes against smaller enemies. (If any of the 
  PCs are large, the Chasm Lurker will use its bite 
  attacks against the Huge or Large opponents—
  including mounts and animal companions.) 
   
  If the Chasm Lurker is reduced to less than 5 hp, 
  it flees back into the chasm below the bridge. 
   
  As soon as the PCs intervene, Bapto makes a 
  grab for his greatclub. After that, in order to keep 
  from hitting the PCs, he makes only one attack 
  per round with the club. If the PCs attack Bapto, 
  he fights back ONLY at ATLs 7 and higher. At 
  lower ATLs, he flees immediately. 
   
  If the PCs aid Bapto, read or paraphrase the 
  following after the battle (vary the text if the 
  Chasm Lurker escaped before being killed): 
   
  When the eight-legged monster shudders its 
  last, Bapto sits down hard on the ground, 
  shaking the rock beneath him. He wipes a 
  large gray hand across his forehead. 
   
  “Bapto offer thanks to small people,” he 
  says in Merchant’s Tongue. “Chasm Lurker 
  usually no trouble for Bapto, but it catch 
  Bapto by surprise. Glad for you show up. 
  Why you small people here? You not wear 
  clothes of bad nasty soldiers.” His face 
  contorts as he mentions the soldiers, and he 
  spits on the ground at his side. 
   
  Give the PCs a chance to introduce themselves 
  and discuss their reasons for being in the region. 
  Bapto believes whatever they tell him, as long 
  as it’s reasonable. Since they helped him, he’s 
  happy to give them any information about this 
  area of the mountains. He can tell them the 
  following (he speaks Low Kalamaran and 
  Merchant’s Tongue awkwardly, and speaks 
  giant eloquently): 
   
  • 
  His tribe lives fairly close by. He 
  promises them safe passage through 
  the stone giant lands. 
  • 
  He can show them a shortcut to their 
  destination to save them time. 
  • 
  There won’t be any more Chasm 
  Lurkers. Those are solitary creatures, 
  and it should take some time before 
  another one moves into this area. 
  • 
  The stone giants have been controlling 
  the population of monsters in the area, 
  but they haven’t let the dwarves know, 
  as the dwarves hate them. 
  • 
  They don’t actually dislike the dwarves. 
  The stone giants see the dwarves as 
  victims of Kalamar—just like the giants. 
  • 
  Bapto can also tell them the story of the 
  Battle of Kadir Ridge. Many of his 
  people were killed when the Kalamaran 
  General turned his troops on them, 
  betraying 
  their 
  agreement 
  and 
  slaughtering them with his troops. The 
  stone giants have sworn a vow of hatred 
  against the Kalamaran soldiers, and 
  
  LKoK 60: To Shake the Pillars of the World 
  Living Kingdoms of Kalamar 
  11
  attack any units that appear in their 
  area. 
   
  PCs who spend some time talking to Bapto may 
  see the stone giants as a potential ally to the 
  dwarves. Bapto can’t promise anything—he’s a 
  fairly young adult and his voice doesn’t carry 
  much weight with his tribe—but as his people all 
  hate the Kalamarans, he is sure that something 
  could be arranged. He knows the dwarves are 
  honest, even though they don’t like giants, and a 
  truce with them would be worth a great deal to 
  his people. 
   
  ENCOUNTER 5 
  Ye old Snatch and Grab 
   
  Summary: The PCs make their attempt to 
  sneak in and free the prisoners from the convoy, 
  taking great pains not to alert any of the guards 
  to their presence. If the PCs are seen, they have 
  to defend the king from the elite soldiers 
  guarding him. 
   
  Note to the DM: This is not quite a free-form 
  encounter, but as players are often more 
  creative than the boundaries of the module, 
  judges should try to accommodate the more 
  daring suggestions of the players by rewarding 
  them with benefits. If they decide to set up some 
  sort of trap or ambush that will better allow them 
  to sneak into rescue the king and the other 
  captured dwarves, give them bonuses to their 
  Hide and Move Silently checks (never exceeding 
  +5 to both). On the other hand, if the PCs do 
  things that will make their enemy wary of 
  ambush, penalize them accordingly (again, 
  never exceeding -5 to both skill checks). 
   
  You arrive at the crossroads just as dusk is 
  beginning to fall. There are no soldiers in 
  sight, though it is difficult to see the horizon 
  due to the large outcroppings of rock 
  scattered about. 
   
  The PCs have about an hour to prepare 
  whatever they want to accomplish before the 
  troops show up. They may just wait, as they 
  have no idea how long the century will take to 
  arrive—or they may decide to give themselves a 
  better set up so that they can act quickly when 
  the time arrives. Continually ask them to make 
  Listen 
  or 
  Spot 
  checks 
  as 
  the 
  century 
  approaches. 
   
  Faint but recognizable, the sounds of a 
  marching army reach you through the 
  mountains. Faint reflections of torch light 
  send shadows across the rocks. 
   
  The PCs have three rounds to finish up 
  whatever they’re doing and get into whatever 
  position they hope to hold when the army 
  arrives. 
   
  Just as you are settling in, the army halts, 
  right at the crossroads they don’t know 
  exists. A stout young dwarf with a red beard 
  glances around the area beside a centurion, 
  the obvious commander of the soldiers. 
   
  “Seems as safe as any place can be in the 
  mountains, sir,” the dwarf says respectfully. 
   
  “Keep your eyes open!” the centurion calls 
  out. “Ambush isn’t likely, but I would rather 
  expect the unexpected than be caught off 
  guard.” 
   
  The legionnaires settle in, setting up tents, 
  starting cook fires, and generally making camp. 
  It takes a DC 15+ATL Spot check to locate 
  where King Ungrum and two other dwarf 
  prisoners are being held. 
   
  The PCs have about three hours to wait before 
  the twenty-third bell (though time is hard to tell, 
  as the sky is cloudy and the torches and cook 
  fires send smoke up into the air). What they do 
  with that time is entirely up to them. If at any 
  point they are spotted by the rangers, the 
  rangers take 2 rounds to cast spells or move into 
  advantageous position without letting the PCs 
  know, and then combat begins, and the 
  dwarves, rather than waiting until twenty-three 
  bells, attack early. This makes their losses 
  against the Kalamarans much greater.  
   
  At the three hour mark, the dwarven army 
  (already in place) attacks from the north, 
  drawing off the century’s forces. The dwarven 
  scouts seem very surprised--enough so that the 
  PCs believe this is genuine--but the scouts 
  immediately start spotting potential ambushes in 
  every direction, leading the legionnaires away 
  from the camp and likely into their dooms. 
   
  The PCs Hide checks are opposed by the 
  Kalamaran rangers’ Spot checks. See below 
  and in the Enemies file for ATL modifiers. 
   
  
  LKoK 60: To Shake the Pillars of the World 
  Living Kingdoms of Kalamar 
  12
  The three dwarves are conscious, but one is 
  extremely injured and cannot move on her own. 
  The PCs have to quietly convince King Ungrum 
  that they are here to rescue him. (Mentioning 
  Orekiln's name instantly bypasses the need for 
  Diplomacy 
  checks; 
  otherwise, 
  the 
  DC 
  is 
  10+ATL.) Getting the wounded dwarf past the 
  remaining guards adds a -3 penalty to Move 
  Silently checks to the PCs helping her. 
  Otherwise, King Ungrum and the other dwarven 
  captive can use the PCs' Move Silently checks 
  and Hide checks.  
   
  If the PCs choose to heal the wounded dwarf, a 
  any healing of 4+ hit points reduces the penalty 
  to -1, and any healing for 8 hit points or stronger 
  negates the penalty entirely. PCs attempting to 
  heal the dwarf by making a Heal check does not 
  negate the penalty. Any of these attempts, 
  however, grant the PCs the following box text: 
   
  "Many thanks," the dwarf whispers, looking 
  more confident for your attention. "Ye've 
  won yerself an ally this day." 
   
  The (formerly) wounded is a cohort, and swears 
  to follow whichever PC healed her/made the 
  attempt to heal her, if they'll have her. This is a 
  certed cohort, and can be found in the treasure 
  summary at the end of the module. 
   
  If the PCs are lucky, they may complete 
  encounter 5 without having to fight their way out 
  at all. As soon as the PCs are spotted, however, 
  they must face the elite guards stationed around 
  the king. 
   
  ATL 1:  
  Legionnaire Scout (1): Rgr 1; hp 10, Spot +8, 
  Listen +8 
  Legionnaires (2): human War 1; hp 10 
  Hobgoblin Soldier (1): hobgoblin War1; hp 12 
   
  ATL 3: 
  Legionnaire Scout (1): Rgr 3; hp 24; Spot +10, 
  Listen +10 
  Legionnaires (2): human Ftr 2, hp 20 
  Hobgoblin Soldier (1): hobgoblin Bbn1; hp 16 
   
  ATL 5: 
  Legionnaire Scout (1): Rgr 5; hp 38; Spot +12, 
  Listen +12 
  Animal Companion (1): Wolf; hp13 
  Legionnaires (2): human Ftr 4; hp 36 
  Hobgoblin Soldier (1): hobgoblin Bbn2; hp 27 
   
  ATL 7: 
  Legionnaire Scout (1): Rgr 7; hp 52; Spot +14, 
  Listen +14 
  Animal Companion (1): Large Wolf; hp 34 
  Legionnaires (2): human Ftr 6; hp 51  
  Hobgoblin Soldier (1): hobgoblin Bbn4; hp 49 
   
  ATL 9: 
  Legionnaire Scout (1): Rgr 9; hp 66; Spot +16, 
  Listen +16 
  Animal Companion (1): Large Wolf; hp 34 
  Legionnaires (2): human Ftr 8; hp 67  
  Hobgoblin Soldier (1): hobgoblin Bbn6; hp 71 
   
  ATL 11: 
  Legionnaire Scout (1): Rgr 11; hp 80; Spot 
  +18, Listen +18 
  Animal Companion (1): Large Wolf; hp 34 
  Legionnaires (3): human Ftr 10; 83  
  Hobgoblin Soldier (1): hobgoblin Bbn7; hp89 
   
  ATL 13: 
  Legionnaire Scout (1): Rgr 13; hp 97; Spot 
  +20, Listen +20 
  Animal Companion (1): Large Wolf; hp 51 
  Legionnaires (3): human Ftr 12; hp 99  
  Hobgoblin Soldier (1): hobgoblin Bbn9; hp 113 
   
  Tactics: The legionnaires, who have the fear of 
  the Emperor as the guiding force in their lives, 
  fight to the death. If they fail in their duty to bring 
  King Ungrum to the Emperor, their lives will be 
  forfeit anyway. 
   
  Development: Tables that have enough time for 
  two more encounters (one combat, one roleplay) 
  should move directly on to Encounter 6. (Do not 
  pass Go, do not read the remaining box text!) 
  Tables running low on time in the slot and are 
  not going to have a chance to play through the 
  optional Encounter 6 receive the following box 
  text: 
   
  Away from the sounds of battle, the king and 
  the two captives with him thank you for your 
  part 
  in 
  saving 
  them. 
  "Ye 
  are 
  to 
  be 
  commended for yer bravery, and fer helpin' 
  those who are not yer own people in their 
  time of need. Knight of the Gods and Mother 
  of the Elements both keep ye in their good 
  graces!" 
   
  One of the other captives, a rather stuffy 
  looking dwarf with what must have been a 
  well-trimmed beard before he began the 
  journey, clears his throat. "If possible, Your 
  
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  13
  Majesty, I suggest we ask these good people 
  to lead us back to Lord Orekiln's camp." 
   
  "Right ye are," says the king. "Lead away, 
  laddies!" 
   
  ENCOUNTER 6 (Optional) 
  Rescuing the Princess 
   
  Summary: If there is enough time left in the 
  module for two final encounters, rather than just 
  encounter 7, the PCs are encouraged, through 
  box text in encounter five, to rescue King 
  Ungrum’s daughter from a small village where 
  she is being held. 
   
  The dwarven King seems less pleased than 
  someone who had just been freed from 
  Kabori’s clutches should be. 
   
  “Ye daft buggers!  Ye knock-brained lily-
  gizzard dung-crawlin’ cowflies!  There nay be 
  a one of ya with brains enough to pour sand 
  through a sieve!  Were ye’re mothers orcs 
  inflamed with a passion for mules?  Did yer 
  unrepentant fathers masquerade as ladies of 
  the evening to make whatever ends ye want 
  meet?  Ye goat kissin trolls!  Ye freed me, 
  aye, and in the process not only started a 
  war with Kabori, but ye LEFT ME DAUGHTER 
  CAPTIVE!” 
   
  Allow the PCs some time for the “What? Huh?” 
  reaction. 
   
  Hearing the commotion, Orekiln rushes over 
  from the battle to the north, ready to defend 
  his king with his life, just in time to hear the 
  mistake in his plans. 
   
  “Me daughter Ailynn be held as a hostage 
  against me good behavior.  Suren I would 
  have started the war again years ago, but I 
  have no seen her in almost ten years, and 
  despite all our spies, have no word o’ where 
  she be.  And ye have just condemned her to 
  death.”  The frustrated king clutches a 
  retrieved axe, and his hands begin to shake 
  between rage and fear.” 
   
  Orekiln kneels at the king's feet.  “Me king.  
  We dinna know, and we apologize, but suren 
  luck has favored us this night.   We found the 
  centurion’s body, and he had orders to 
  retrieve yer daughter as well.  She’s in a 
  village not three miles down the road, in one 
  of the farmhouses.  But, me king, we need ye 
  to come reinforce the assault on Irontop.  
  Ye’re people need to see ye.  Let these lads 
  do it.” 
   
  King Ungrum looks at you.  “In all my years, 
  I’ve never trusted other than a dwarf, and yet 
  ye freed me.  It seems I owe ye a favor, and 
  the favor I repay with my trust, by asking fer 
  ye help.  Can ye free me daughter? She’s 
  about two feet high, bright red hair, just a 
  wee thing.” 
   
  PCs say yes, proceed with the encounter. PCs 
  say no, move to Encounter 7, and give them the 
  Disgust of Ungrum cert immediately. This cert 
  gives an immediately active -5 penalty on ALL 
  dealings with dwarves, not just Charisma based 
  checks.  This is a heroic campaign, and the PCs’ 
  cowardly acts should be appropriately penalized. 
   
  Three miles later, you see the village spread 
  out before you.  Two hundred feet ahead, a 
  nine foot tall wooden palisade surrounds the 
  village, but the gates have not been shut.  
  One guard stands with a torch, apparently 
  waiting for the century to arrive.  The village 
  is about 150 feet in diameter, and from your 
  vantage point you can see 10 houses and a 
  small tavern.  There are lights coming from 
  under the doors of the houses, but no 
  windows.  The only people visible in the 
  town are two men standing with spears in 
  hand 
  outside 
  the 
  buildings, 
  apparently 
  keeping a watch.  
   
  There are only three guards in the town, one at 
  the gate, two in town.  The rest of the town is 
  under curfew. Pick any building you want in 
  which to put the dwarven princess.  The villagers 
  are frightened by the PCs, because they have 
  just brought about the wrath of Kabori on the 
  village.  If the PCs choose to talk to the villagers, 
  the villagers should cower and cast sullen 
  glances at the PCs.  If it is suggested, the 
  dwarven princess will offer sanctuary to the 
  villagers in the dwarven stronghold.   
   
  ATL 1:  
  Legionnaires (3): human War 1; hp 10 
   
  ATL 3: 
  Legionnaires (3): human Ftr 2; hp 20 
   
  ATL 5: 
  Legionnaires (3): human Ftr 4; hp 36  
  
  LKoK 60: To Shake the Pillars of the World 
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  14
   
  ATL 7: 
  Legionnaires (3): human Ftr 6; hp 51 
   
  ATL 9: 
  Legionnaires (3): human Ftr 8; hp 67 
   
  ATL 11: 
  Legionnaires (3): human Ftr 10; hp 83 
   
  ATL 13: 
  Legionnaires (3): human Ftr 12; hp 99 
   
  Standing before you is a young dwarven 
  woman.  But she’s not two feet high. She 
  must be near four and a half feet tall.  And, 
  from the sounds of it, the equivalent of a 
  teenager. 
   
  “Daddy sent you?  About time.  Ten years he 
  leaves me here, and nary a shopping trip.  
  Ten years! Old fool probably still thinks I’m a 
  child.  Well, are you taking me home?  It’s 
  been ten years since I’ve even seen a 
  dwarven boy, and it’s time for them to look 
  out, because I am on the prowl.  Let’s see, 
  Daddy owes me ten years of birthday 
  presents, 
  twenty 
  solstice 
  gifts, 
  twenty 
  equinox gifts, every girl’s little pony…”   
   
  The chatter is incessant, and follows you for 
  the next several hours, interspersed with 
  complaints about horses, walking, carriages, 
  and sore feet.    
   
  ENCOUNTER 7 
  Where Do We Go from Here? 
   
  Summary: Final role-play with the dwarves. 
  Kuoro Jalek believes that now that the dwarves 
  have won another great battle, the Kalamarans 
  may leave. Sorgul Orekiln thinks that the 
  Kalamarans are too stubborn to abandon the 
  mines, and he feels that with the dwarves’ 
  human allies, they can rid all of the Ka’Asa 
  Mountains of the presence of the Kalamaran 
  army. King Ungrum turns to the PCs for their 
  advice. The PCs have a chance to help sway 
  this argument in either direction, and if they 
  succeeded in winning over a giant ally in 
  Encounter 4, have an even better bargaining 
  chip to help make their case. 
   
  This is a primarily free form encounter.  Several 
  discussion points and their originators are given 
  after the boxed text.  Let the PCs start the 
  discussion and then respond with whatever text 
  seems appropriate.  The PCs are given the 
  opportunity to make Diplomacy checks at the 
  end of the encounter.  Anything above a 25 
  should convince the dwarves to continue 
  fighting.  Feel free to assign circumstance 
  bonuses as you see fit. 
   
  Secure for the moment in Irontop, a council 
  is convened.  King Ungrum sits again on his 
  throne, and those dwarves not repairing the 
  defenses and opening escape tunnels are 
  nearby, including Orekiln and Kuoro Jalek. 
   
  “Me friends, ye done a great thing today, an’ 
  I be rightly grateful, to both the clan and her 
  allies.  The day will come when my gratitude 
  will be repaid, but time be scant, and we 
  need a council o’war.” 
   
  “I have several questions I want to hear 
  discussion on.  Do we continue to fight, or 
  do we flee? If we continue to fight, how can 
  we defend our lands, and where do we gain 
  allies?  If we flee, where do we go?  And, 
  finally, flee or not, how do we gain 
  vengeance upon Kabori for the evils he’s 
  inflicted upon us?” 
   
  Let the PCs answer, and toss in the following 
  bits of opinion as seems fit. 
   
  Orekiln: 
  • 
  Continue to fight, and start striking as 
  guerrillas all throughout the Vast. 
  • 
  If we must flee, we can’t go to Pekal, 
  because who knows if it’s still free. 
  • 
  We shouldn’t count on the Pekalese as 
  allies, because they may have already 
  fallen, but if we can make contact we 
  should. 
  • 
  We could go to the elves of Cilorealon. 
  • 
  Vengeance should be close to home, in 
  Bet Kalamar. Killing him is too hard.  
  Kidnap his son? 
   
  Kuoro Jalek: 
  • 
  Fight for our homeland.  Establish a 
  strong defense, and not squander our 
  clan dying throughout the Vast. 
  • 
  Ally with Zoa to provide a route to the 
  sea.   
  • 
  If we must flee, flee to Svimhozia to our 
  kin there, and come back stronger. 
  
  LKoK 60: To Shake the Pillars of the World 
  Living Kingdoms of Kalamar 
  15
  • 
  Fight honorably.  Gain allies amongst 
  the local peoples.   
  • 
  Given the hardiness of the adventurers, 
  hire more, particularly those from Pekal 
  or Pekalese expatriates, to bolster our 
  lines here. 
  • 
  Vengeance eats at the soul.  Justice 
  should 
  be 
  served, 
  but 
  retribution 
  forgotten. 
   
  King Ungrum: 
  • 
  Fight for our homeland.  Both establish 
  a strong defense and guerilla warfare 
  throughout the Vast.   
  • 
  Send to other dwarven clans for allies, 
  and begin an offensive against Kabori. 
  • 
  Send to Pekal for whatever support we 
  can get, to keep Kabori fighting on 
  multiple fronts. 
  • 
  Bribe additional countries to either 
  secede or go to open war against 
  Kabori. 
  • 
  Find who ever has been kidnapping 
  dwarves for experimentation and see 
  that he meets the end of his days. 
   
  Ailynn: 
  • 
  Go shopping, and just buy me stuff. 
   
  CONCLUSION A 
   
  If the PCs largely succeeded in their rescue 
  operation, read the following: 
   
  While not all is well in the Ka’Asa Mountains, 
  you feel as though the success of the 
  dwarves has been helped by your presence, 
  and that your good deeds have been noticed 
  by others. That means it’s time to move on. 
   
  If the PCs convinced King Ungrum to keep 
  fighting the Kalamarans, continue: 
   
  Whether the dwarves continuing to fight 
  against Kabori’s soldiers will impact the war 
  between Pekal and Tokis is yet to be seen. 
  But you are confident that, if it does, you’ve 
  helped not one nation, but two, continue to 
  evade the thumb of the Kalamaran Empire. 
   
  CONCLUSION B 
   
  If the PCs failed in their rescue operation or 
  were never trusted by the dwarves (ending the 
  adventure before encounter 3), read the 
  following: 
   
  It seems as though your efforts have not 
  been enough to make a difference in the 
  Ka’Asa Mountains. On the road, days outside 
  of Karasta, you hear that the dwarves 
  attempted an assault on the fortress of 
  Irontop and most were slaughtered, setting 
  their rebellion back years—perhaps decades. 
  Hopefully, the adventures ahead of you will 
  end more happily. 
  
  LKoK 60: To Shake the Pillars of the World 
  Living Kingdoms of Kalamar 
  16
  Experience and Treasure 
   
  Experience is awarded to PCs based on the number of adventures the PCs have played. Tier 1 is 
  awarded to PCs who have played up to 25 adventures. Tier 2 is awarded to PCs who have played 
  between 26 and 74 adventures. Tier 3 is for PCs who have played 75+ adventures. 
   
  The Campaign Staff recommends that Discretionary Experience for Role Playing be rewarded in full to all 
  players who engage in appropriate and game enhancing role play over the course of the module. 
   
  EXPERIENCE 
   
  All characters who participate receive the following: 
  Tier 1 
  Tier 2 
  Tier 3 
  Introduction: Gathering information/gaining rumors 
    25 
   50 
   75 
  Encounter 1: Gaining the trust of Orekiln 
    25 
   50 
   75 
  Encounter 2: Defeating the hobgoblins 
    50 
  100 
  150 
  Encounter 4: Defeating the chasm lurker 
                       Rescuing/Befriending Bapto 
    75 
    50 
  150 
  100 
  225 
  150 
  Encounter 5: Rescuing the King 
  150 
  300 
  450 
  Encounter 7: Finding out the opinions of Ungrum, Orekiln, and Jalek 
                       Succeeding in swaying the dwarves 
    50 
    25 
  100 
    50 
  200 
   75 
   
   
   
   
  Discretionary Role Playing Experience 
    50 
  100 
  150 
  Total Possible 
  500 
  1000 
  1500 
   
  Bonus Experience: Players who were able to complete Encounter 6 receive 50 bonus xp, regardless of 
  tier, for their attempt (and hopefully success!) in rescuing the princess. 
   
  Judge Rewards 
  A judge who ‘eats’ this adventure (judges the adventure without first playing it) receives the Total Possible 
  Experience Award according to their character's tier and the listed bonus experience, as well as 200 gp 
  and the special judge cert. 
   
   
  TREASURE 
  This is where treasure is listed. Items that have been stripped off bodies will be listed at prices for which 
  they may be sold. Treasure is broken down by Encounter to aid the judge in determining if characters are 
  awarded specific items. The amount may be more or less than what is listed in the PHB as the economy 
  may fluctuate. 
   
  Note: The hobgoblins in encounter 2 have no resalable gear. 
   
  Encounter 5:  
  The Kalamarans' gear may be sold for the following (as tiered by ATL): 
   
   
  ATL 1-3: 240 
   
   
  ATL 5-7: 480 
   
   
  ATL 9-13: 960 
  Conclusion:   
  One diamond (certed) per PC 
   
   
   
  OTHER AWARDS 
   
  Rough Ka'Asa Diamond: This diamond, mined from a secret shaft in the Ka'Asa Mountains, is a gift of 
  the dwarves for your efforts on their behalf. Though rough, the diamond is high in quality and can be used 
  as a spell component where a diamond valued 1,000 gold pieces is necessary. The dwarves are happy to 
  grind the diamond into powder if requested. 
   
  
  LKoK 60: To Shake the Pillars of the World 
  Living Kingdoms of Kalamar 
  17
  Ka'Asa Cohort Cert: This cohort is a dwarf of the Ka'Asas Mountains. She has sworn to serve you and 
  provide what healing she is able in return for your gift of healing to her. 
  Languages: Dwarven, Merchant’s Tongue 
  Requirements: Wisdom 12 or higher; 2 or more ranks in Heal 
  Available Classes: Bard, Basiran Dancer, Cleric (Mother of the Elements),Gr 
  Druid, Ranger, Shaman 
   
  Disgust of Ungrum cert: Your cowardly actions have been noted by the gods. Because of your refusal 
  to aid the King of the Ka'Asas Dwarves, you are granted an immediately active -5 penalty on ALL 
  dealings with dwarves, not just Charisma based checks.  
   
  Judge Cert Heartiness of Ka'Asa: The campaign staff knows that, like the volcanic fumes of the Ka'Asa 
  Mountains, players sometimes spout a lot of hot air. For your tireless efforts in braving the dangerous 
  gasses delivered toward the judge's chair, you may select one character to receive a +2 resistance bonus 
  on saving throws vs. poison.  
  
  LKoK 60: To Shake the Pillars of the World 
  Living Kingdoms of Kalamar 
  18
  Appendix One – Maps 
   
  Century Encampment 
   
   
   
  The Prisoner tent is the one located on the bottom of the diamond shaped formation of tents on the left 
  side of the map. 
   
  Top side of map = North 
  Bottom side of map = South 
   
  
  LKoK 60: To Shake the Pillars of the World 
  Living Kingdoms of Kalamar 
  19
  Save the Daughter! 
   
   
   
   
  The king’s daughter is located in the center “yellow” house.  If you are looking at this in black and white, it 
  is the large house in the center. 
   
  The gate is located in the southern wall, and at the time the Heroes arrive, is still open.  The gate is 20 ft. 
  wide.   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK60_Pillars_Final.pdf