TEXT: LKOK 59 
   
   
   
   
   
   
  C is for Civilization 
   
  A D&D Living Kingdoms of Kalamar® Adventure 
   
  by Daniel S Donnelly 
  Edited By Oren Satov & Troy E. Daniels 
   
  The future of the Principality is now in the hands of the Prince and military.  However, it appears as if your 
  participation in the effort will be found elsewhere.  This event is the third in the series Strike to the Heart.  
  It is recommended that all PCs that play it have a degree of patriotism for Pekal.  Non-patriots are 
  welcome to play however be aware that rewards may be limited and danger escalated.  It will be helpful if 
  the players have played the first two events in the series A is for Assassin and B is for Brothers prior to 
  playing this.  It can be played out of order but it is not recommended. 
   
  ”C Is For Civilization,” "Strike to the Heart," 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 2007, 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. © 2007 Wizards of 
  the Coast, Inc.
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  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. 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 Part 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.  It is 
  not necessary but will end up being very useful 
  for this series if the Judge also has a copy of the 
  Kingdom of Kalamar – Atlas or Kingdom of 
  Kalamar Dungeon Master’s Screen since the 
  majority of the adventure happens outside of 
  Pekal. 
   
  Specific statistics for key Non-Player Characters 
  (NPCs) and other materials are included in the 
  appendix at the back of this adventure as well as 
  throughout the adventure text itself. Certificates 
  that may be photocopied are also included. The 
  Judge should read this adventure entirely no 
  less than once before playing in order to ensure 
  a precise flow of events, as there are many 
  aspects relating to the flavor and culture that are 
  important to the Living™ Kingdoms of Kalamar 
  campaign and to this adventure. 
   
   
  CALENDAR AND CLIMATE 
   
  The month of Sowing continues and farmers 
  once busy planning their crops now stand vigil 
  over the budding plants in their fields.  The 
  adventurers of Pekal however have other 
  business, as told by those meddlesome Dejy 
  Soothsayers that call their predictions to 
  passersby in Independence Square. The Pure 
  One, a constellation that appears early in the 
  spring months then flickers to darkness before 
  the onset of summer seems to be dimming 
  early.  The Soothsayers say that this is a sign of 
  the foretold hero slipping into history unless 
  someone can save him. 
   
  Module Notes 
   
  This event is part of a long series of events 
  which place the PCs on an epic long quest. 
  During this time the PCs will be outside the 
  Principality of Pekal while the war with Kalamar 
  hopefully concludes in favor of the Principality. 
  PCs are encouraged to play these events in 
  order, as that will aid in the build up of 
  excitement toward their final goal. 
   
  Despite being outside of Pekal, PCs may 
  continue to spend their NAAs as though they 
  were still in Pekal. 
   
  Because this module is the third in a series, 
  several attempts have been made to recap the 
  necessary events of the first module. If all the 
  PCs have played A Is for Assassin and  B Is For 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  3
  Brothers, large portions of box text in the 
  "Introduction" can be skipped outright. 
   
  BACKGROUND 
   
  In the previous events the arrest of a grave 
  robber lead the PCs to investigate the tombs 
  that he was robbing to discover the source of a 
  flayed piece of human flesh.    This flesh 
  contains the Flame Tattoo of the Guardians.  
  The investigation of the graves lead the PCs 
  back to Bet Kasel to discover the past of Colonel 
  Jalanik.  Colonel Jalanik was a member of the 
  Ek’Kasel military as a member of General 
  B’Tormil’s command.  The Colonel was actually 
  a slave that eventually became a “trusted” 
  member of the General’s household and his 
  regiment.  During that part of the investigation 
  the PCs met with the General, restored his mind 
  to him and found out that Jalanik was good 
  friends with the General’s son.  The General 
  wants a message brought to his son who may 
  hold the final piece of information regarding 
  Jalanik and the Guardians of the Flames. 
   
  In this event the PCs will be forced to take the 
  very dangerous passage to Narr-Rytar.  Narr-
  Rytar is a city state on the River Jorakk.  It is 
  also known as the Lost City of the North.  There 
  is too much turmoil in the Principality so General 
  P’Mare sends the PCs on a riverboat north on 
  the Renador River.  While crossing Renador 
  Lake the PCs will encounter one of the lake’s 
  dangers.  They will continue up the river as far 
  as Bet Regor.  Then making the always 
  dangerous 
  mountain 
  crossing 
  they 
  will 
  eventually get to Tharggy and the next riverboat 
  to Narr-Rytar.  During this part of the event, the 
  PCs will have a number of non-plot related 
  encounters. 
   
  Once in Narr-Rytar they will be able to explore 
  the city (I am getting good at introducing cities).  
  Once in the city the PCs will need to adjust their 
  behavior to match the loyal environment or they 
  will find themselves in some difficulty.  Still, they 
  should manage to find General B’Tormil’s son.  
  His son will be saddened at the news of his 
  father and may open up with some additional 
  information 
  regarding 
  Jalanik 
  and 
  the 
  Guardians. 
   
   
  ADVENTURE SYNOPSIS 
   
  Introduction: 
  Inn of the Witch’s Cackle.  General P’Mare’s 
  adjunct quickly corrals the PCs.  The General 
  has arranged for transportation to Narr-Rytar, 
  however the first portion of the transportation is 
  leaving in an hour.  He quickly briefs the PCs 
  and gets them moving into the adventure. 
   
  Encounter 1:  
  The River Path – The PCs end up on a river 
  trader going up river on the Renador River.  
  They will be expected to do a little work while on 
  the ship and will have a couple of days to work 
  with the ship and crew. 
   
  Encounter 2: 
  The Gentle Waters – The riverboat begins to 
  pick-up speed on the smooth waters of the lake 
  when it encounters a large problem with which 
  the PCs will be called upon to assist. 
   
  Encounter 3: 
  On the Shores of Renador Lake – With the 
  riverboat  damaged by the attack and rough 
  water, the Captain puts ashore in hopes of 
  taking on supplies and making repairs.  This 
  gives the PCs a chance to, perhaps, interface 
  with the protectors of the forest. 
   
  Encounter 4: 
  Bet Regor – the riverboat stops at Bet Regor.  
  The Captain gives the PCs the name of a horse 
  trader that General P’Mare uses.  In Bet Regor 
  the PCs have time to explore but time wasted 
  here will hurt them later in the mountains. 
   
  Encounter 5: 
  Mountains – the PCs make the dangerous trek 
  over the mountains.  The weather and terrain 
  make the trip very uncomfortable.  They will also 
  encounter a number of hostile forces while in the 
  mountains.  How they deal with the forces will 
  dictate how prepared they might be for the last 
  and most dangerous force. 
   
  Encounter 6: 
  Into the lands of Torakk.  How they deal with the 
  forces in Encounter 5 will dictate how prepared 
  they might be for the battle in this encounter. 
   
  Encounter 7: 
  Another riverboat ride deposits the PCs into the 
  plains of Torakk.  The open and stormy dark 
  blue waters of Lake Jorrak are the PCs path to 
  Narr-Rytar.  A few effects while on the ship 
  finally bring the PCs to Narr-Rytar.  They will be 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  4
  able to explore the city and see what they can 
  find regarding Colonel Lakaran B’Tormil. 
   
  Encounter 8: 
  Tracking down Colonel B’Tormil and his small 
  group of scouts will bring the PCs into conflict 
  with a strange creature unknown in the lands of 
  Pekal.   
   
  Conclusion: 
  Colonel B’Tormil offers the PCs the hospitality of 
  his home as he listens to their story.  Sometime 
  during the discussion General P’Mare makes his 
  entrance and the discussion becomes even 
  more animated.  Eventually the PCs are asked 
  some very pointed questions.  Depending on 
  their answers and agreement of the Colonel’s 
  required oaths the PCs may get information that 
  leads them further on this quest. 
   
  INTRODUCTION 
   
  Summary: Inn of the Witch’s Cackle.  General 
  P’Mare’s adjunct quickly corrals the PCs.  The 
  General has arranged for transportation to Narr-
  Rytar, 
  however 
  the 
  first 
  portion 
  of 
  the 
  transportation is leaving in an hour.  He quickly 
  briefs the PCs and gets them moving into the 
  adventure. 
   
  NOTE: There is a good bit of boxed text in this 
  event.  Please feel free to use your own words in 
  these cases. 
   
  You should request each PC to complete a 3”x5” 
  card (see the last two pages of the scenario for 
  cool cards that you can use) with the following: 
   
  Character Name 
  Character Class  
   
  Level 
  Organization with the highest Rank 
  Rank in the Organization 
  Make (3) Spot checks 
  Make (3) Sense Motive checks 
  Make (2) Will saves 
  Make (2) Ride checks 
  Character Constitution 
  Character Swim Modifier 
  Type of Armor typically worn 
  Armor Check Penalty without Armor 
  Curses/Pertinent Information 
   
  Any of the PCs that did not play the first in the 
  series, "A is for Assassin", or “B is for Brothers” 
  should receive an introduction. Each is be 
  somewhat different. Handouts for their individual 
  instructions are provided in the appendix. You 
  can either read these aloud, or give them their 
  handouts without introduction..  
   
  General Introduction for the new characters: 
   
  As dawn’s early light peeks in through the 
  Inn window you find yourselves replaying 
  the events of the last week.  
   
  For Military Organization PCs  
   
  As you walked into your commander’s office, 
  she looked up from her work to meet your 
  eyes. “As much as I might need you in the 
  coming months, you have been requested 
  for a special assignment. You are to report to 
  the Ek’Kasel border. A room has been 
  reserved for you at the Inn of the Witch’s 
  Cackle. Don’t ask me any questions I don’t 
  have any answers other than the order came 
  from a lot higher than I can touch. Good luck 
  and don’t let the reputation of this regiment 
  down.” 
   
  For Municipal Organizations PCs 
   
  Another double watch. The war has definitely 
  been thinning the ranks of all of the city 
  organizations, 
  and 
  everyone 
  from 
  the 
  Lamplighters to the Dungeoneers to the City 
  Guard has been called to pitch in wherever 
  they can to keep the city running. However, 
  instead of a soft bed or tasty meal you found 
  yourself in the office of your superior. He 
  offered you a cool mug of ale and bade you 
  to sit. “I know you have been pulling more 
  than 
  your 
  normal 
  duties. 
  You 
  are 
  commended. I wish I had six more of you. 
  Instead it seems I will be yet another member 
  short. I have received a very specific request 
  for my best. A specific task authorized at the 
  highest levels. If you accept, you will be 
  traveling to the Ek’Kasel border. I know there 
  has to be more to the task, but I obviously do 
  not have a need to know. A room has been 
  reserved for you and you'll always have a 
  place here when you return. I don’t have any 
  answers for the many questions you must 
  have but I trust you will find answers in due 
  time and do your best to complete the tasks 
  before you. Good luck.” 
   
  For College of Magic PCs 
   
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  5
  The note that appeared was simple, “We 
  have been requested to make available one 
  of our members for a special mission for the 
  Crown. Your name was mentioned in high 
  regard, and as such, you have been selected 
  to 
  undertake 
  this 
  mission. 
  I 
  would 
  understand if you hesitated as I know how 
  you value your studies, however I have been 
  assured that the mission is important. We 
  have made arrangements to have you 
  transported to the Ek’Kasel border and the 
  Inn of the Witch’s Cackle. Despite our best 
  efforts and the questions we asked the 
  representative of the Crown, we have been 
  able neither to divine nor to ascertain any 
  further information. Report to the College of 
  Magic administration building as soon as 
  possible for teleportation. Good luck.” 
   
  For Divine Organization PCs 
   
  Your normal duties were interrupted by one 
  of the higher ranking members, who you 
  thought meant to offer spiritual guidance. 
  Instead, they offered a mission. “It seems 
  that there may be a light in these times of 
  darkness. There has been a vision as well as 
  a message from the Prince. Although the 
  vision was cloudy as expected, the portents 
  clearly indicated that great events were 
  about to begin. The message from the Prince 
  simply confirmed this. The Crown would like 
  you to attend to a private matter. I have been 
  told that a room at the Inn of the Witch’s 
  Cackle has already been reserved for you, 
  and more information will be available once 
  you arrive. Good luck and may you find 
  success in your endeavors.” 
   
  Unaffiliated and Independent Organization PCs 
   
  The courier’s arrival was not unexpected. 
  The city was a buzz with activity. The 
  message that you received had you traveling 
  with the first caravan west. Although the 
  countryside seems normal, there was still a 
  sense of the unknown in those citizens you 
  met. You arrived without issue at the 
  Ek’Kasel border and checked into your room 
  at the Inn of the Witch’s Cackle. 
   
  All PCs that have played the first part and / or 
  the second part 
   
  The military is still blocking traffic going into 
  the heart of the Principality.  General P’Mare 
  excuses himself from your presence to 
  prepare 
  for 
  the 
  next 
  stage 
  of 
  the 
  investigation.  He extends your stay at the 
  Inn and you have only caught a glance of 
  him over the last two days. 
    
  Once the PCs have read their introduction you 
  can continue with the text as indicated below. 
  For those PCs that have played event one or 
  event two both those events end in the Inn of the 
  Witch’s Cackle so they should already be 
  familiar with the location.  
   
  The Inn has been a bustle of activity with 
  couriers coming and going all through the 
  day and night.  Groups of adventurers and 
  soldiers spar during the day and relax during 
  the evening hours. 
  This evening your sleep is rudely interrupted 
  by a loud and urgent sounding knock on 
  your door.  A voice commands through the 
  door, “Wake Up! We don’t have a lot of time.  
  Gather what you own and report to the 
  common room immediately!” 
  Wondering what is going on and not 
  recognizing the voice you ponder your next 
  step when the knock comes again, “Come 
  on, keep moving!  General P’Mare has a lot 
  of information that he needs to get to you 
  before the boat leaves!” 
   
  Eventually all PCs should wake up and appear 
  in the common room.  When they do, you can 
  use the following text to describe the common 
  room and its current state. 
   
  The Inn’s common room has had all its 
  tables moved to the side.  Military soldiers 
  are moving crates from the room out into the 
  darkness of the night.  General P’Mare 
  finishes briefing one of the soldiers then 
  exits the Inn into the night.  You notice other 
  adventurers also coming down into the 
  common room, they look tired but equipped 
  for whatever you might find or what might 
  find you! 
   
  Go ahead and allow the PCs to describe their 
  characters.  Keep them out of character for just 
  a little while. 
   
  After a short delay, it appears that everyone 
  has made their way downstairs from their 
  rooms.  The soldier that General P’Mare 
  spoke to before leaving approaches.  “Good 
  morning.”, he says in a familiar voice, 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  6
  “General P’Mare apologizes for not being 
  here to brief you personally.  I am Captain 
  Viturec.” 
   
  The Brandobian man stands about 5’7”.  His 
  short black hair and significant mustache 
  frame his face.   
   
  “I am not sure you all know each other and 
  although the General briefed me on the 
  mission, he did not have time to let me know 
  anything about you.  If possible could each 
  of you take a moment or two to introduce 
  yourselves I would appreciate it greatly.” 
   
  This is where the PCs should get into character 
  and introduce their character.  Once you have 
  gotten the introductions continue with the 
  following: 
   
  The Captain hands parchments to a corporal 
  who in turn passes them out to each of you 
  along with some fresh rolls.  “This is a 
  summary of the information that the General 
  has been able to collect so far.  I believe 
  some of you may have been the agents that 
  the General assigned this task.” 
   
  “With this information, the General wants to 
  follow-up with General B’Tormil’s son in the 
  city of Narr-Rytar. We are not sure where 
  Lakaran B’Tormil will be found in Narr-Rytar.  
  If he is true to his blood he will probably be 
  found somewhere in the military compound 
  or Temple of Armed Conflict.”  
   
  “It has taken a while but the General was 
  able to find a trader moving that way up the 
  river.  This trip will take you up the Renador 
  River to Bet Regor.  From there the General 
  will arrange for horses to assist you in 
  making the crossing over the mountains.  
  That portion of the trip should be the most 
  dangerous 
  since 
  the 
  raiders 
  of 
  Slen 
  sometimes hunt in that area.  There are some 
  armed conflicts nearby that may also 
  threaten your small party.  You will need to 
  make your way to the village of Huthurn on 
  the Shypf River.  From there the General has 
  arranged another riverboat to take you the 
  rest of the way.  Any questions?”  
   
  Some pieces of information that the Captain can 
  relate if directly asked: 
   
  • 
  Where is the General?  - The General is 
  assuming the PCs will be successful, 
  thus he is making plans on how best to 
  respond quickly to the information that 
  they receive in Narr-Rytar. 
  • 
  What is in all the crates?  - In order to 
  get past certain parts of the journey, 
  either heavy fees or certain trade goods 
  must be surrendered.  It was easier to 
  get the trade goods than attempt to 
  determine what the fees were going to 
  be. 
  • 
  Why are we leaving so early in the 
  morning?  - We usually have heavy 
  storms this time of year up north.  That 
  sometimes makes the river rough to 
  travel.  Since we have not had a storm 
  recently, the Captain of the riverboat 
  wants to leave as soon as possible. 
  • 
  How do we get back?  - Good question 
  and one I do not have the answer for.  
  The General will have worked that out 
  by the time you have finished I have 
  unwavering confidence in the man. 
   
  The Captain waits a moment and when there 
  are no more question continues, “No doubt 
  the General already spoke of this to you but 
  there is a very important reason he wants to 
  look into this matter.  There is the known 
  prophesy that should a Gold Dragon coin is 
  ever delivered to the Kalamaran Emperor 
  then King Thedorus will be restored to life.  
  Of course, no one has ever seen a Gold 
  Dragon nor does any historian actually know 
  if a Gold Dragon was ever minted.” 
   
  “There is another prophesy that the General 
  believes may fit these latest developments.  
  It was actually a prophesy delivered by an 
  orc shaman roughly 85 years ago.  This is a 
  rough translation of the original orcish.”  The 
  Captain reads from a parchment, (read the 
  prophesy) and then hands the parchment 
  over to you.   
   
  “One other delicate matter.  Another reason 
  the general believes this lead may actually 
  be critical in the discovery of a Gold Dragon 
  or even the Sword of Kings is that a few 
  years 
  ago 
  another 
  was 
  interested 
  in 
  discovering information regarding the Sword 
  of Kings.  This individual was named Marik 
  Faleco.  You may have heard of him or even 
  worked for him at one point.  The issue is 
  that 
  Marik 
  has 
  been 
  found 
  to 
  be 
  a 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  7
  doppelganger.  He attempted to trade the 
  information that he gained near Narr-Rytar to 
  General P’Mare, not realizing that General 
  P’Mare had more resources at hand than 
  Marik had been lead to believe.  As the 
  General states,” ”Best bit of acting I have 
  ever done.” 
   
  Smiling at his rather good impression of the 
  General the Captain continues, “General 
  P’Mare has the ability through his position 
  with the Church of Armed Conflict to see 
  truth where it is hidden.  He knew he was 
  dealing 
  with 
  a 
  doppelganger 
  but 
  he 
  completed the deal then slew the creature.  
  The information is in the packet that the 
  corporal handed out.” 
   
  The officer mentally counts off the items that 
  he has reviewed with you then brightens, 
  “Ah, one more item.  The General did 
  mention that you would most likely have 
  higher expenses during this mission.  He has 
  authorized me to give each of you 200 gp 
  worth of gemstones for the journey.  You will 
  need to take any expenses you incur out of 
  this total, however, he has taken care of 
  most of the known expenses already.” 
   
  The prophesy is included as Player’s Handout 
  #3. 
  The darkest hours of the deepest 
  night single fears will be drawn apart.  
  With skin of jet immortal blood will 
  lead searchers towards their goal.   
   
  Brothers will battle, children will die 
  those 
  once 
  allied 
  will 
  be 
  split 
  asunder.  The frozen lands hold 
  brothers whose secrets must be 
  revealed and brought together. 
   
  The turmoil ended then begun again 
  with sword in hand the golden 
  symbol will bring forth the dawn of a 
  new age.  This age will see black and 
  silver shed blood on the same field of 
  battle. 
   
  This concludes the briefing.  The PCs will be 
  able to gather some extra bread and fruit if they 
  want (including berries) but the riverboat will be 
  leaving in minutes so there is not actually time to 
  cast spells or anything that takes over say 15 
  minutes. 
   
  ENCOUNTER 1 
   
  Summary: The River Path – The PCs end up on 
  a river trader going up river on the Renador 
  River.  They will be expected to do a little work 
  while on the ship and will have a couple of days 
  to work with the ship and crew. 
   
  The ship is named “The River Rat” and is a long 
  keelboat.  Captain Vaxea is both owner and 
  captain of the ship and is served by his first 
  mate Wherahzni and seven additional crew.  
  The crew works 8 hours on then 8 hours off 
  each day.  The PCs will be required to fit into the 
  schedule in someway.  NOTE: The PCs are not 
  really REQUIRED to work on the boat, however 
  any assistance that they do provide will improve 
  the disposition of the crew to the PCs and may 
  help later in the journey. 
   
  You board the riverboat with the same grace 
  and care as the cargo.  You are shown to a 
  small 
  5’x10’ 
  cabin 
  with 
  three 
  strung 
  hammocks.  A dark skinned man enters as 
  the crew member leaves.  “I am the Captain 
  of the ship.  My name is Vaxea.  This is your 
  cabin and none of my crew will be entering it.  
  I would insist you respect their cabins and 
  mine in the same manner.  Time on the deck 
  should be limited as much as you are able.  
  You number about the same as my crew so 
  with all of you on decks it will be crowded, 
  and a crowded deck leads to accidents.  I 
  don’t like accidents.  If any of you are sailors 
  and wish to lend a hand that is fine, but you 
  are under no obligation to assist.  If you do 
  not have the skills then it is not my job, or 
  my crew’s job, to train you so please enjoy 
  the cruise.  Any questions?”   
   
  Captain Vaxea will answer questions to the best 
  of his ability.  He has been sailing the rivers of 
  this part of Tellene for almost 13 years.  He has 
  never been attacked but part of his logic is that 
  he takes precautions and makes sure that his 
  crew knows how to react and how to stay in the 
  background to allow him to interact with the 
  various merchants, tax collectors and river 
  bandits.  He rarely takes passengers and does 
  not have much experience with them.  He does 
  know that storms this time of year can be very 
  dangerous on the lake, and he will attempt to get 
  through the lake as quickly as possible, just in 
  case.  
   
  
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  Below 
  are 
  the 
  statistics 
  for 
  the 
  crew.  
  Remember, at any given time only four sailors 
  are on deck, three plus either the Captain or the 
  first mate. 
   
  Crew Member, human: Expert 2; hp 12; Init +1: 
  Spd 30; AC 11 (none), touch 11, flat-footed 10; 
  Base Attack/Grapple +1/+2; Attack +2 club 
  (1d6+1/x2) 
  or 
  +2 
  hand 
  axe 
  (1d6+1/x3); 
  Space/Reach 5ft./5ft.; SQ  --; SA --; AL LN; SV 
  Fort +1, Ref +1, Will +4; Atb Str 12, Dex 12, Con 
  13 , Int 12, Wis 13, Cha 10 
  Skills and Feats – Balance +6, Climb +10, Heal 
  +3, Jump +6, Knowledge (Geography) +6, 
  Profession (Sailor) +6,Spot +4, Survival +5, 
  Swim +8, Use Rope +6, Athletic, Self-Sufficient;  
  Equipment (carried): club, knife, handaxe,  10 sp 
  (various nations) 
   
  Wherahzni, human (Svimohz): Expert 3 / 
  Fighter 1; hp 24; Init +2: Spd 30; AC 12 (none), 
  touch 12, flat-footed 10; Base Attack/Grapple 
  +3/+4; Attack +5 club (1d6+2/x2) or +5 hand axe 
  (1d6+2/x3); Space/Reach 5ft./5ft.; SQ  --; SA --; 
  AL LN; SV Fort +4, Ref +3, Will +4; Atb Str 14, 
  Dex 14, Con 13 , Int 13, Wis 12, Cha 10 
  Skills and Feats – Balance +9, Climb +13, Heal 
  +3, Jump +9, Knowledge (Geography) +5, Listen 
  +3, Profession (Sailor) +8, Spot +8, Survival +6, 
  Swim +9, Use Rope +9, Alertness, Athletic, 
  Combat Expertise, Self-Sufficient;  
  Equipment (carried): club, knife, handaxe,  25 gp 
  (various nations), 10 sp (various nations) 
   
  If time permits, take some time to roleplay 
  through a day or two on the ship.  The following 
  mini-events can be used during this time: 
   
  • 
  Meals are served on deck and served 
  four times a day.  The meals are not 
  great but during the first couple days 
  they have fresh breads that get more 
  stale as the journey continues. 
  • 
  During the late afternoon the ship will be 
  heading closer to the lake.  During the 
  crew shift a large school of fish is 
  spotted and the crew drags out nets to 
  stock the larder. 
  • 
  One of the crew members can slip on 
  the wet deck and injure themselves on 
  the stacked crates.  A broken arm, 
  lacerated leg, etc. could put  the PCs' 
  healing skills to good use and gain the 
  trust and thanks of the crew. 
   
   
  ENCOUNTER 2 
   
  Summary: The Gentle Waters – The riverboat 
  begins to pick-up speed on the smooth waters of 
  the lake when it encounters a large problem, 
  with which the PCs will be called upon to assist.  
  Both a storm and a disturbed giant of the lake 
  will be the PCs challenge. 
   
  After three days the riverboat rounded the 
  bend of the river and began its journey over 
  the calmer waters of Renador Lake.  The last 
  portion of the river had been as rough as 
  Captain Vaxea had ever seen it.  The 
  riverboat suffered some damage but nothing 
  severe.  The Captain’s decision to put off 
  repairs until he reached Bet Regor seems 
  questionable in hindsight as a storm built up 
  on your second day on the Lake.  The entire 
  crew was roused to help contain the leaks 
  and bail the excess water being poured into 
  the ship from above and below. 
   
  The riverboat had been tossed around for 
  over four hours but with the work of the crew 
  and your assistance, the ship has managed 
  to limp out of the storm.  The Captain 
  decides to anchor offshore of Cilorealon, 
  but, as he announces this to the exhausted 
  crew, the ship is violently jarred to the right, 
  tossing Wherahzni into the water.  As the 
  crew collect themselves  and prepare to 
  rescue the fallen first mate, a huge reptilian 
  head emerges from the lake.   
   
  This is the encounter where the Character’s 
  Swim skill and their Constitution score may 
  come into play.  The lake monster will ignore 
  Wherahzni and concentrate on those sailors still 
  on the riverboat for a number rounds before it 
  gobbles up Wherahzni .  The number of rounds 
  is equal to the ATL that is being played.  NOTE: 
  The creature has been injured .  Druids, 
  Rangers and Shamans may notice this (Spot DC 
  12+ATL – use the Spot on their Card).  If they 
  notice and happen to heal the creature to a set 
  level, then amazingly the creature will go back 
  into the sea and stop bothering the ship.  Also 
  note that while the lake monster has a 15 ft. 
  reach, in order to bite, the head of the creature 
  will be within 5 ft. of the PCs, so they are able to 
  enter melee with it WITHOUT provoking an 
  attack of opportunity.  This includes touch 
  attacks with readied healing spells.  The lake 
  monster will be keeping its body in the water and 
  15 ft. from the deck of the ship. 
  
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  ATL 1 
  Lake Monster, Huge Animal: HD 6d8+6; hp 18 
  (38); Int +2; Spd 40 Swim; AC 14 (+2 Dex., +4 
  Natural, -2 size), touch 10, flat-footed 124; Base 
  Attack/Grapple 
  +4/+19; 
  Attack 
  +9 
  bite 
  (1d8+10/x2); Full Attack +9 bite (1d8+10/x2); 
  Space/Reach 15 ft./15ft.; SQ  --; SA --; AL N; SV 
  Fort +6, Ref +7, Will +2; Atb Str 24, Dex 14, Con 
  12 , Int 2, Wis 10, Cha 10 
  (Skills & Feats not relevant to this encounter) 
   
  Will stop attacking if healed to 28 points. 
   
  ATL 3 
  Lake Monster, Huge Animal: HD 6d8+6; hp 24 
  (38); Int +2; Spd 40 Swim; AC 14 (+2 Dex., +4 
  Natural, -2 size), touch 10, flat-footed 12; Base 
  Attack/Grapple 
  +4/+19; 
  Attack 
  +9 
  bite 
  (1d8+10/x2); Full Attack +9 bite (1d8+10/x2); 
  Space/Reach 15 ft./15ft.; SQ  --; SA --; AL N; SV 
  Fort +6, Ref +7, Will +2; Atb Str 24, Dex 14, Con 
  12 , Int 2, Wis 10, Cha 10 
  (Skills & Feats not relevant to this encounter) 
   
  Will stop attacking if healed to 38 points. 
   
  ATL 5 
  Lake Monster, Huge Animal: HD 8d8+16; hp 
  38 (56); Int +2; Spd 40 Swim; AC 16 (+2 Dex., 
  +6 Natural, -2 size), touch 10, flat-footed 14; 
  Base Attack/Grapple +6/+21; Attack +12 bite 
  (2d6+10/x2); Full Attack +12 bite (2d6+10/x2); 
  Space/Reach 15 ft./15ft.; SQ  --; SA --; AL N; SV 
  Fort +8, Ref +8, Will +2; Atb Str 24, Dex 14, Con 
  14 , Int 2, Wis 10, Cha 10 
  (Skills & Feats not relevant to this encounter) 
   
  Will stop attacking if healed to 56 points. 
   
  ATL 7 
  Two Headed Lake Monster, Huge Animal: HD 
  8d8+16; hp 56 (78); Int +2; Spd 40 Swim; AC 16 
  (+2 Dex., +6 Natural, -2 size), touch 10, flat-
  footed 14; Base Attack/Grapple +6/+21; Attack 
  +12 bite (2d6+10/x2); Full Attack +12 2 bites 
  (2d6+10/x2); Space/Reach 15 ft./15ft.; SQ  --; 
  SA --; AL N; SV Fort +8, Ref +8, Will +2; Atb Str 
  24, Dex 14, Con 14 , Int 2, Wis 10, Cha 10 
  (Skills & Feats not relevant to this encounter) 
   
  Will stop attacking if healed to 78 points. 
   
  ATL 9 
  Two Headed Lake Monster, Huge Animal: HD 
  12d8+36; hp 72 (105); Int +2; Spd 40 Swim; AC 
  18 (+2 Dex., +8 Natural, -2 size), touch 10, flat-
  footed 16; Base Attack/Grapple +9/+24; Attack 
  +14 bite (2d6+10/x2); Full Attack +14  2 bites 
  (2d6+10/x2); Space/Reach 15 ft./15ft.; SQ  --; 
  SA --; AL N; SV Fort +11, Ref +10, Will +6; Atb 
  Str 24, Dex 14, Con 16 , Int 2, Wis 10, Cha 10 
  (Skills & Feats not relevant to this encounter) 
   
  Will stop attacking if healed to 95 points. 
   
  ATL 11 
  Two Headed Lake Monster, Huge Animal: HD 
  14d8+42; hp 99 (125); Int +2; Spd 40 Swim; AC 
  18 (+2 Dex., +8 Natural, -2 size), touch 10, flat-
  footed 16; Base Attack/Grapple +10/+25; Attack 
  +15 bite (2d6+10/x2); Full Attack +15 2 bites 
  (2d6+10/x2); Space/Reach 15 ft./15ft.; SQ  --; 
  SA --; AL N; SV Fort +12, Ref +11, Will +6; Atb 
  Str 24, Dex 14, Con 16 , Int 2, Wis 10, Cha 10 
  (Skills & Feats not relevant to this encounter) 
   
  Will stop attacking if healed to 125 points. 
   
  ATL 13 
  Three Headed Lake Monster, Huge Animal: 
  HD 18d8+54; hp 125 (156); Int +2; Spd 40 
  Swim; AC 18 (+2 Dex., +8 Natural, -2 size), 
  touch 10, flat-footed 16; Base Attack/Grapple 
  +13/+28; Attack +18 bite (2d6+10/x2); Full 
  Attack +18 3 bites (2d6+10/x2); Space/Reach 15 
  ft./15ft.; SQ  --; SA --; AL N; SV Fort +14, Ref 
  +13, Will +7; Atb Str 24, Dex 14, Con 16 , Int 2, 
  Wis 10, Cha 10 
  (Skills & Feats not relevant to this encounter) 
   
  Will stop attacking if healed to 156 points. 
   
  Once the PCs have defeated or healed the 
  monster they may have a couple of moments to 
  decide what they want to do next.  The Captain 
  will immediately set sail, moving towards the 
  shore.  Now, in the unlikely (but you never know) 
  event that the PCs have memorized all the 
  necessary spells to repair the riverboat, the 
  Captain will still want to go ashore for supplies 
  and more importantly to give the sailors a 
  chance to relax.  Just so you can give those PCs 
  the flavor of what the ship has endured, this is 
  the list of the damage wrought by the storm, the 
  lake and the monster: 
   
  • 
  Hull boards broken and leaking (8) 
  • 
  Hull boards holed (2) 
  • 
  Sails ripped (2) 
  • 
  Ship side boards broken (18) 
   
  
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  ENCOUNTER 3 
   
  Summary: On the Shores of Renador Lake – 
  With the riverboat damaged by the attack and 
  rough water, the Captain puts ashore in hopes 
  of taking on supplies and making repairs.  This 
  gives the PCs a chance to, perhaps, interface 
  with the protectors of the forest. 
   
  It takes five laborious hours for the Captain 
  to get the riverboat to shore.  Once there, he 
  drops anchor about 10 feet from the edge of 
  the water.  The trees of the forest are huge, 
  stretching high up into the sky.  Magically, 
  there is very little shoreline between the 
  edge of the water and the first majestic tree. 
   
  Surprisingly, the Captain maintains the 
  bailing schedule and makes no effort to go 
  ashore. 
   
  The PCs are sure to have some questions.  The 
  issue is that Captain Vaxea knows this area and 
  he knows that it is not a safe place to go ashore 
  without the permission of the elves that live in 
  the forest.  He has never had to put ashore here 
  but he is not taking any chances.  He will not 
  allow any of his crew to go ashore yet and will 
  recommend that that the PCs stay on board until 
  they are formally invited.  He will continue to 
  have the crew keep the ship afloat while they 
  make some of their less critical repairs. 
   
  Some items of note if the PCs go ashore before 
  being invited: 
   
  • 
  The forest will seem to attempt to slow 
  the PCs as they move through the 
  forest.  There is nothing magical about 
  it—just the vast undergrowth which 
  results in the PCs being slowed by 25%. 
  • 
  There are fallen branches that are over 
  6 inches in diameter and could be made 
  into repair planks.  A total of 6 such 
  branches can be found.  These would 
  allow the repair of 14 planks. 
  • 
  There are numerous low branches that if 
  cut would allow the crew to repair the 
  ship.  A total of three of these branches 
  would provide enough wood for 18 
  repaired planks. 
  • 
  Fresh berries can be found with a 
  Survival check DC 12 + ATL 
   
  If the PCs go ashore or wait on the ship it will 
  still take 6 hours before anyone or anything is 
  seen on shore. 
   
  As the crew continues to work on the repairs 
  a shadow passes over the furled sails.  
  “Mylee Scout welcomes you to our shores.  
  Your vessel has been damaged by one of the 
  guardians of the lake.  We will be able to 
  assist you in your repairs.”  A slender high 
  elven female dressed all in browns and 
  greens seems to float from the upper 
  branches of a nearby tree to the ground near 
  the shore. 
   
  If the PCs healed the creature continue with the 
  following: 
   
  “Your 
  healing 
  of 
  the 
  guardian 
  was 
  surprising.  You have gained the favor of the 
  scouts of Cilorealon.  We are obligated to 
  you for your wisdom in dealing with the 
  guardian. How can we assist in your 
  travels?” 
   
  If the PCs did not heal the creature and took 
  more than the already fallen branches continue 
  with the following: 
   
  “You have taken from our forest without the 
  permission of the scouts.  This is not 
  allowed.  Whoever has taken from the forest 
  must give back to the forest.  Who is it that 
  has taken from the forest?” 
   
  The test here is not who is admitting to taking 
  from the forest.  The Elves already know that 
  only a few branches were taken and for a good 
  reason.  They are not being unreasonable; 
  however, they do want to make sure that no one 
  takes the forest for granted. 
   
  For those that admit to harvesting the branches 
  or berries continue with the following: 
   
  “To redeem yourselves to the forest I charge 
  you to take one of the seeds of the forest and 
  bring it to a distant land where it can grow 
  and flourish bringing the wisdom of our 
  forest to the outside lands.”  Mylee hands 
  everyone who has admitted to the offense a 
  pouch with what appears to be a half-dozen 
  acorns. 
   
  If 
  someone 
  does 
  not 
  confess 
  to 
  their 
  participation in the harvest of living branches, 
  
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  Living Kingdoms of Kalamar 
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  use the following text.  Although there is no 
  visible effect, give the PCs who assisted and did 
  not admit it the Curse of the Wood certificate. 
   
  “The Wood tells that the truth has not been 
  clearly told.  The Curse of the Wood is upon 
  those who did not speak the truth.” 
   
  It will take the crew a day and a half to make 
  repairs.  During that time the vessel will be 
  constantly under the watch of the elves.  There 
  are some items that the elves will be willing to 
  trade, especially if the PCs healed the Guardian 
  of the Lake.  If the PCs do attack for some 
  “stupid” reason, Mylee's initiative modifier is +8 
  and she will retreat into the woods.  The elves 
  will curse all of the PCs.   
   
  Item 
  Normal Price 
  Obligated 
  Price 
  Enhanced Elven 
  Caster’s 
  Chainmail (-5% 
  arcane failure) 
  4,600 gp 
  3,500 gp 
  Enhanced Elven 
  Scout Chainmail 
  (+1 Max Dex) 
  4,600 gp 
  3,500 gp 
  Mithril Breastplate 
  4,350 gp 
  3,350 gp 
  Masterwork 
  Displacer Beast 
  Studded Leather 
  Armor 
  1,200 gp 
  900 gp 
  Elven Wind Harp 
  150 gp 
  100 gp 
  The Normal Price is for PCs that fought the beast. The 
  Obligated price is for those PCs that healed the beast. 
   
  The Displacer Beast Studded Leather is a suit of 
  masterwork studded leather armor that grants 
  these additional benefits to the wearer:  a +1 
  dodge bonus versus ranged attacks and a +1 
  resistance bonus versus spells or spell-like 
  effects that target the wearer directly  (i.e. single 
  target or ranged touch spells). 
   
  The Elven Wind Harp when played by a bard 
  provides friendly listeners an additional +1 on 
  their saves versus charm and fear above the 
  normal affects of the bard's song. 
   
  Once the boat is repaired and the PCs have 
  dealt with the elves continue to Encounter 4. 
   
  ENCOUNTER 4 
   
  Summary: Bet Regor – The riverboat docks at 
  Bet Regor.  The Captain gives the PCs the 
  name of the horse trader further up the river that 
  General P’Mare suggested.  In Bet Regor the 
  PCs have time to explore but time wasted here 
  will hurt them later in the mountains. 
   
  It takes another four days of travel to 
  navigate past the northern edge of the lake 
  and on up the river to the Paruvian capital, 
  Bet Regor. It is midday as Captain Vaxea 
  slowly docks the boat and shouts out some 
  orders to the dockhands and teamsters.  
  “Shyjor Silverhair is a Dejy horse trader in 
  the village of Ghocir.  General P’Mare 
  suggested you get horses from him for the 
  next portion of your trip.”  
   
  The Captain hands you a map.  “The 
  suggested route is shown on this map.  
  There is some danger going across the 
  mountains so please be careful.  I have a 
  wagon coming to take a number of trade 
  goods 
  for 
  your 
  use 
  during 
  the 
  trip. 
  Sometimes barter works better than coin.  
  You have wool, grain, rare woods, a few 
  dwarven steel daggers and pottery from the 
  Young Kingdoms. Save as much as you can 
  since barter is the preferred method of trade 
  in this part of the world.” 
   
  Bet Regor is a wide open trading post.  Older 
  walls guard the entrances to the city but it 
  seems built not for defense but more for 
  control of the entrances for the traders.  Only 
  the Royal Castle seems to be militarily 
  protected.   
   
  The wagon actually contains trade goods worth 
  the following amounts in Bet Regor (Please 
  keep the values to yourself since they are very 
  dependent on the status of the city) 
   
  Trade Good 
  Value in Bet 
  Regor 
  Amount 
  on 
  the Wagon 
  Wool 
  8 gp / crate 
  10 crates 
  Grain 
  6 gp / bag 
  25 bags 
  Woods 
  25 gp / lb 
  30 lbs 
  Steel daggers 
  20 gp / lb 
  20 lbs 
  Pottery 
  5 gp / crate 
  20 crates 
   
  There are many merchants and armed forces in 
  Bet Regor.  You are free to utilize Goods and 
  Gear to determine which items are available in 
  the city.  There is a chance for any item to be 
  available, however the prices are 20% above the 
  book value since there are very high taxes. The 
  following type of items are not available:  Mithril 
  weapons and armor, Adamantine weapons and 
  armor, Dwarven Plate, Poisons, Dragon and 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  12
  some Monster Hide armor, and any clerical 
  raiment of non-prescribed churches.  Also, use 
  the following items to give the PCs a feel for Bet 
  Regor and Paru’Bor: 
   
  • 
  The Kingdom, and especially its  capital 
  of Bet Regor, is guided by the Courts of 
  Justice and many Truthseekers will be 
  found in the city and at many posts at 
  the gates.  Truth is the most important 
  aspect of all dealings. 
  • 
  The Hall of Oaths, Halls of the Valiant, 
  Church of Everlasting Hope, Founder’s 
  Creation, 
  Orders 
  of 
  Thought 
  and 
  Inevitable Order of Time are the only 
  allowed religions and all others are 
  harshly punished.  If a PC uses clerical 
  magic and worships a different church 
  they will most likely be reported.  
  Charisma  check DC 12 + ATL to avoid 
  being reported.  If they are reported a 
  squad will show up in 1d3 hours to 
  arrest them.  Punishment will be 100 gp 
  * ATL and loss of all illegal holy items.  
  This will include holy symbols, scrolls, 
  holy water and divine items. 
  • 
  There is a 5 sp toll per PC as they leave 
  the city. 
  • 
  Sometime while they are in Bet Regor, 
  have 
  the 
  PCs 
  approached 
  by 
  a 
  Truthseeker missionary who is willing to 
  accompany the PCs on their journey.  
  The missionary will only be attached to 
  one PC in particular.  See Appendix D 
  for details on the Truthseeker. 
   
  The following is the basic introductory text for 
  the Truthseeker encounter.  You will need to use 
  your imagination for any further discussions but 
  for the most part the Truthseeker will remain 
  quiet only defending themselves and observing 
  the happenings. 
   
  As you travel down the street to the south 
  gate of Bet Regor you are approached by a 
  young woman in a plain white robe.  “By 
  observation 
  I 
  would 
  assume 
  you 
  are 
  adventurers.  I would like to spend time with 
  an adventurer to witness the Truth found 
  throughout the world and to witness more 
  than what is found in this city.  I bring few 
  skills to your group, although I am told I have 
  an elegant hand.  I would only ask for 
  enough sustenance to survive and the 
  freedom to observe and bear witness to the 
  events.” 
   
  Here are just a couple of details: 
   
  • 
  She does not give her name only refers 
  to herself as “the aspirant”. 
  • 
  She has the ability to cast 4 cure light 
  wounds per day. 
  • 
  She will observe the events then scribe 
  them into a set of journals that she 
  carries.  She carries no weapons. 
  • 
  She is AC 10 and has 15 hps.  She will 
  not get into a fight and unless the PCs 
  position her in a place where she could 
  be injured she should survive. 
  • 
  She will leave if a PC blatantly breaks 
  the law or ignores the plight of the 
  innocent.  She has a +10 Sense Motive 
  if the PCs attempt to Bluff her. 
  • 
  At the conclusion of the event if the PCs 
  have not offended her and she is still 
  alive she will offer to continue her 
  journey with one of the PCs.  Only a PC 
  who, in her mind, has shown no 
  questionable qualities can receive this 
  offer. 
   
  Appendix C holds the table for the Monster Hide 
  armor that is available and the price that is being 
  asked and the minimum price it might sell for.  
  DO NOT just tell the PCs the minimum price 
  they should at least attempt to barter with the 
  merchants if they are truly interested. 
   
  Once the PCs leave the city try to determine 
  how much time they spent in the city.  The base 
  is one hour if they go right from the docks to the 
  city gates.  The following other items are 
  samples as to how much longer they spend in 
  the City: 
   
  # Hours 
  Activity 
  1 
  Browsing the market 
  1 
  Shopping for Elven Goods 
  1 
  Shopping for Dwarven Goods 
  2 
  Visiting the Temples 
  3 
  Shopping for Monster Hides 
   
  After the PCs leave the city it will take them a 
  total of 3 hours to travel up the river road to the 
  village of Ghocir.  If the PCs did not take into 
  account the travel time they will be arriving at 
  Ghocir long after most shops are closed.  If they 
  spent 3 hours or less in Bet Regor they will be 
  able to find the shop of Shyjor Silverhair before 
  he closes for the day.  Shyjor will be very typical 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  13
  of most horse traders but if he is told that the 
  PCs are working for General P’Mare he will 
  change his requirements for mounts.   
   
   
  His base price per mount will be 120 in 
  cash or trade goods.  It will be only 100 if the 
  PCs have mentioned General P’Mare.  In either 
  case the acquisition of mounts will take a couple 
  of hours to process.  This will bring the PCs 
  either late into the dinner hour or close to mid 
  day the following day.  You should keep track of 
  the time that the PCs leave Ghocir since delays 
  will change encounters later on.  
   
  Shyjor Silverhair has the following additional 
  pieces of information that he can give to the PCs 
  after they finish the deal for the horses: 
   
  • 
  He does have some routes that he can 
  suggest for going over the mountains.  
  He has a couple of crude maps that are 
  simple but easy to follow. 
  • 
  He can tell the PCs that the mountains 
  are extremely dangerous and that some 
  of the dangers include: 
  o 
  Packs of Wild Dogs 
  o 
  Hunting Parties from Slen 
  o 
  Military units 
  o 
  Military Battles 
  o 
  Griffons 
  o 
  At least one Blue Dragon, 
  according to rumor 
  • 
  He would not recommend taking a 
  wagon over the mountains as the least 
  dangerous routes would not allow a 
  wagon’s passage. 
  • 
  If asked, he knows the General from a 
  short service in the Paru’Bor military. 
   
   
  ENCOUNTER 5 
   
  Summary: Mountains – The PCs make the 
  dangerous trek over the mountains.  The 
  weather and terrain make the trip very 
  uncomfortable.  They will also encounter two 
  hostile forces while in the mountains.  How they 
  deal with the first force will dictate how prepared 
  they might be for the second more dangerous 
  force. 
   
  OPTION A:  Use the following if the PCs take 
  the recommended routes through the mountain 
  (without a wagon) and did not linger in Bet 
  Regor. 
   
  The mountains have been just as dangerous 
  as Shyjor Silverhair said they would be.  
  Twice horses almost lost their footing, nearly 
  going over the side of a narrow trail.  
  Obviously, Shyjor Silverhair breeds a horse 
  used to these narrow trails and further trains 
  them on these trails.  It has taken you a week 
  to travel over the mountains taking few 
  lengthy stops.  Only a summer snow storm 
  on the upper slopes forced you to slow your 
  progress as the storm skirted close to your 
  trail.  
   
  You have gotten over the upper peaks and 
  are making your way down the lower trails.  
  The progress is actually a bit slower as the 
  horses careful plant their feet on the slightly 
  worn surface of the mountain trail. 
   
  OPTION B: Use the following if the PCs take the 
  recommended routes through the mountain 
  (without a wagon) however they were a half day 
  later in their start up the mountain.  You should 
  use the ride check as rolled at the beginning of 
  the event.  The DC for the ride check is 9 + ATL. 
   
  The mountains have been just as dangerous 
  as Shyjor Silverhair said they would be.  
  Twice horses almost lost their footing, nearly 
  going over the side of a narrow trail.  
  Obviously, Shyjor Silverhair breeds a horse 
  used to these narrow trails and further trains 
  them on these trails.   Suddenly, a slide of 
  rock and snow plummets down towards you! 
   
  Use the first Ride check here.  Anyone who fails 
  the check should roll a Reflex save DC 10+ATL 
  for themselves, and a Fortitude save DC 
  10+ATL for their horse.  Failure on a horse's 
  Fortitude save means a twisted leg (failure by 5+ 
  means a broken leg).  Failure on a PC's Reflex 
  save means that they were thrown and must 
  make the same fortitude save as the horse. 
   
  The summer snow that fell on the upper 
  reaches of the mountain has made the travel 
  extremely difficult.  The horses are having 
  trouble maintaining their footing as more of 
  the trail becomes slippery with sliding snow.   
   
  Use the second Ride check at this point.  The 
  DC is 10+ATL.  Failure on this check can be 
  fatal.  (Make sure that you let any player that 
  fails know this in case they want to use a re-roll 
  capability)  Those that fail and those that are on 
  foot will need to make a Reflex save DC 
  
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  14
  15+ATL.  The horses automatically miss their 
  rolls; it was the Ride skill that would have gotten 
  both horse and rider out of trouble. 
   
  The problem is that part of the trail is giving way.  
  Anyone who misses the Ride check and the 
  Reflex save is going to take a trip down part of 
  the mountain.  Their horse is going on the trip as 
  well.  The damage for the trip down the 
  mountain is as follows:  
   
  ATL 
  Damage 
  1 
  Fall of 20 feet (2d6 damage) 
  3 
  Fall of 40 feet (4d6 damage) 
  5 
  Fall of 60 feet (6d6 damage) 
  7 
  Fall of 80 feet (8d6 damage) 
  9 
  Fall of 120 feet (12d6 damage) 
  11 
  Fall of 150 feet (15d6 damage) 
  13 
  Fall of 200 feet (20d6 damage) 
   
  OPTION C: Use the following if the PCs took the 
  recommended routes but tried to bring a wagon 
  along with them.  After reading the following, 
  continue with Option A or Option B depending 
  on their earlier delays and their decision as to 
  how to proceed. 
   
  The mountains are beautiful.  The high peaks 
  on the western half of the range are still 
  covered with some small patches of snow.  
  Unfortunately, the trail becomes very narrow 
  after a single day's journey and there is not 
  enough room for the wagon to continue on 
  this trail. 
   
  Allow the PCs to decide what to do.  NOTE: If 
  they go back to town and come back you can 
  use Option A since the snow on the western 
  side of the range will have already rained down 
  its wrath. 
   
  OPTION D: Use the following if the PCs took the 
  non-recommended route. 
   
  The mountains are beautiful.  The high peaks 
  on the western half of the range are still 
  covered with some small patches of snow.  
  Though the ruts in the trail indicate a history 
  of wagon passage, none of the ruts seem to 
  indicate much activity this spring or summer.  
   
  Utilize a Spot check from the PCs' cards.  There 
  is a force of mercenaries that are ambushing 
  caravans and travelers on this trail.  They check 
  for goods or papers going to the enemy forces.  
  Fact of the matter is this band does not care 
  who they are selling information to, they sell to 
  both sides of the conflict.  The DCs for the Spot 
  checks are: 
   
  ATL 
  Spot DC (Hide plus Distance 60’) 
  1 
  10 
  3 
  13 
  5 
  17 
  7 
  22 
  9 
  28 
  11 
  35 
  13 
  43 
   
   
  NOTE:  All the mercenaries and their animals 
  are off the trail and have 20% cover from rocks 
  and trees.  They are very experienced at doing 
  this type of activity but will try to disappear into 
  the rocks and hills if more than half their number 
  are incapacitated or killed. 
   
  Mercenaries 
   
  ATL 1 (EL 4) 
  Mercenaries (4) human mixed: Ranger 1: HD 
  1d8+1; hp 9; 
   
  ATL 3 (EL 6) 
  Mercenaries (6) human mixed: Ranger 1: HD 
  1d8+1; hp 9; 
   
  ATL 5 (EL 8) 
  Mercenaries (6) human mixed: Ranger 3: HD 
  3d8+3; hp 21; 
   
  ATL 7 (EL 10) 
  Mercenaries (6) human mixed: Ranger 5: HD 
  5d8+5; hp 33; 
  Riding Dogs (6) medium animal; hp 13; 
  Monster Manual 272; 
   
  ATL 9 (EL 12) 
  Mercenaries (8) human mixed: Ranger 5: HD 
  5d8+5; hp 33; 
  Riding Dogs (8) medium animal; hp 13; 
  Monster Manual 272; 
  Mercenary Wizard human Dejy: Wizard 9: HD 
  9d4; hp 28; 
   
  ATL 11 (EL 14) 
  Mercenaries (4) human mixed: Ranger 8: HD 
  8d8+5; hp 51; 
  Dire Badgers (4) medium animal; hp 28; 
  Monster Manual 62; 
  
  LKOK 59 – C is for Civilization 
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  15
  Mercenary Wizards (3) human Dejy: Wizard 9: 
  HD 9d4; hp 28; 
   
  ATL 13 (EL 16) 
  Mercenaries (12) human mixed: Ranger 8: HD 
  8d8+5; hp 51; 
  Dire Badgers (12) medium animal; hp 28; 
  Monster Manual 62; 
  Mercenary Wizards (4) human Dejy: Wizard 9: 
  HD 9d4; hp 28; 
   
  See Appendix V for tactical instructions for 
  running the Wizards. 
   
  ALL OPTIONS: 
   
  Once you have gotten the PCs through the 
  mountains you can continue with the following 
  encounter. 
   
  With the mountains behind you, the lower 
  hills of the Wild Lands stretch out as far the 
  eye can see.  Even small campfires can be 
  seen below as you make your way through 
  the lower mountains and hills towards yet 
  another river.  The land has been generous 
  in its support of your group—berries, 
  hunting and fresh water has all been in 
  ample supply.  According to your map you 
  should get to the first village on the eastern 
  side of the mountains by mid-morning 
  tomorrow.  However, as the sun sets in the 
  west and the moons begin to rise, the glow 
  of a low campfire is seen off the trail below 
  you.   
   
  Let the PCs be themselves and see what they 
  want to do here.  The group below is not using a 
  big campfire and they have built it so that it is 
  not visible from below.  The PC are just in the 
  “right” place at the right time.  The group 
  consists of a group of Slen slavers.  They have 
  traveled a long distance and are part of a huge 
  group of slavers plying their trade in the area.  
   
  A few options at this point are: 
   
  • 
  PCs might light a fire themselves (this 
  eliminates any surprise possibilities, 
  however, it has a 50/50 chance of 
  saving 
  the 
  hamlet 
  further 
  below).  
  Simply roll a die – high, the slavers think 
  better of attacking the hamlet with 
  unknown forces about – low, they 
  ransack the hamlet and you can utilize 
  the AFTERMATH section. 
  • 
  The PCs might investigate the camp this 
  evening.  If so, go to the CAMP section 
  below. NOTE: At each ATL there is a 
  listing with the number of slavers that 
  may be asleep if the PCs go at night.  If 
  they rouse the sentries or attack in the 
  morning then all the slavers are awake 
  and equipped. 
  • 
  The PCs might go with a cold camp but 
  not investigate.  If this is the case you 
  can go to AFTERMATH below. 
   
  Of course, the PCs might do something 
  completely different.  That is where you, as the 
  DM, earn your pay.  Or imaginary pay. 
   
  NOTE: The ELs cited below include an ad hoc 
  modifier of -1.  This is to take into account the 
  number of sleeping and unprepared slavers at 
  night and the likelihood that the PCs will take the 
  slavers by surprise. 
   
  If the PCs do not capitalize on these advantages 
  they may easily be overwhelmed.  If the party 
  seems dead set on this kind of assault, allow 
  any PC with ranks in Knowledge (Military 
  Tactics) to make a special Assess Battlefield 
  check DC  5+ATL to note the tactical 
  advantages available to them.  PCs without this 
  training may attempt a DC 15+ATL Intelligence 
  check. 
   
  If the party still attacks without advantage, 
  remember that these are slavers!  If the tide of 
  battle seems to be going the slavers' way, their 
  tactics change from trying to survive to trying to 
  make a profit.  Dead PCs aren't worth anywhere 
  near as much as captured PCs. 
   
  CAMP 
   
  If the PCs attacks at night, there are up to two 
  sentries on watch.  These sentries do not have 
  darkvision and are only semi-alert so the PCs do 
  have a chance to sneak past them, or to take 
  them out quickly and quietly.  Their descriptions 
  are:  
   
  Leather clad men of mixed blood who's dark 
  stained leather armor and dark leather 
  scabbards give little hint to their origins.  
  They are observing the area but not in too 
  attentively.  The camp beyond them is lightly 
  lit and seems to have a number of similarly 
  clad men and a number of tents. 
   
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  16
  If the PCs attack during the day then the slavers 
  will have folded up the tent and the barricade 
  and the woman will be chained and following a 
  horse and cart.  Make it clear to the party that 
  the force is formidable. 
   
  The camp below contains a half-dozen tents 
  as well as a small makeshift enclosure.  
  There are only a few men not already in their 
  tents, although one seems to be guarding 
  the enclosure. 
   
  Slavers 
   
  ATL 1 (EL 4) (1 sentry, 1 sleeping) 
  Slavers (2) human mixed: Fighter/Rogue 1/1: 
  HD 1d10+1 + 1d6+1; hp 16; 
  Slaver Leader human Kalamaran: Brigand 2: 
  HD 2d8+4; hp 17; 
   
  ATL 3 (EL 6) (2 sentries, 1 guard, 1 sleeping) 
  Slavers (4) human mixed: Fighter/Rogue 1/1: 
  HD 1d10+1 + 1d6+1; hp 16; 
  Slaver Leader human Kalamaran: Brigand 4: 
  HD 4d8+8; hp 31; 
   
  ATL 5 (EL 8) (2 sentries, 1 guard, 1 sleeping) 
  Slavers (4) human mixed: Fighter/Rogue 2/2: 
  HD 2d10+2 + 2d6+2; hp 28; 
  Slaver Leader human Kalamaran: Brigand 6: 
  HD 6d8+12; hp 48; 
   
  ATL 7 (EL 10) (2 sentries, 1 sleeping) 
  Slavers (3) human mixed: Fighter/Rogue 5/2: 
  HD 5d10+2d6+7; hp 56; 
  Slaver Leader human Kalamaran: Brigand 
  7/Dread Slaver 1: HD 8d8 +16; hp 62; 
   
  ATL 9 (EL 12) (2 sentries, 1 guard, 2 sleeping) 
  Slavers 
  (5) 
  human 
  mixed: 
  Fighter/Rogue/Dread 
  Slaver 
  5/2/1: 
  HD 
  5d10+2d6+1d8+8; hp 62; 
  Slaver Leader human Kalamaran: Brigand 
  7/Dread Slaver 1: HD 8d8 +16; hp 62; 
   
  ATL 11 (EL 14) (2 sentries, 1 guard, 2 sleeping, 
  1 in tent with leader) 
  Slavers 
  (6) 
  human 
  mixed: 
  Fighter/Rogue/Dread 
  Slaver 
  5/2/1: 
  HD 
  5d10+2d6+1d8+8; hp 62; 
  Slaver Leader human Kalamaran: Brigand 7 / 
  Dread Slaver 3: HD 10d8 +20; hp 76; 
  Slaver Wizards (3) human Kalamaran: Wizard 
  9: HD 9d4; hp 28; 
   
  ATL 13 (EL 16) (2 sentries, 2 guards, 4 sleeping, 
  4 in tent with leader) 
  Slavers 
  (12) 
  human 
  mixed: 
  Fighter/Rogue/Dread 
  Slaver 
  5/2/1: 
  HD 
  5d10+2d6+1d8+8; hp 62; 
  Slaver Leader human Kalamaran: Brigand 7 / 
  Dread Slaver 6: HD 13d8 +26; hp 97; 
  Slaver Wizards (4) human Kalamaran: Wizard 
  9: HD 9d4; hp 28; 
   
  See Appendix V for tactical instructions for 
  running the Wizards. 
   
  If the PCs are successful in attacking the camp 
  and rescuing the prisoner alive continue with the 
  following. 
   
  Inside the makeshift enclosure are posts 
  with 
  manacles 
  for 
  over 
  30 
  people.  
  Fortunately, only one of the sets of manacles 
  are currently occupied.  A slightly haggard 
  dejy woman hangs from them.  She appears 
  slightly dehydrated but does not show any 
  physical injuries. 
   
  The woman’s name is Heydu.  She was 
  captured approximately four days ago as she 
  was shepherding a small herd north of the 
  valley.  She has not been beaten, however, the 
  journey and experience has thrown her in a type 
  of shock.  It will take a little healing (cure minor 
  is enough), some water, food, and someone 
  kind and friendly (Charisma check DC 5 + ATL) 
  to make her responsive. l If the group does 
  assist her recovery she can tell her story.  Use 
  the text below: 
   
  “The group that captured me was a small 
  group of these men.  I was distracted by one 
  of my flock that had trapped its foot in 
  between two rocks.  The sheep was causing 
  such a noise that I did not hear nor see 
  anyone until they grabbed me.  They brought 
  me first to a large group at least twice the 
  number that were here.  One hobgoblin 
  seemed to lead them.  He came out of a black 
  tent with painted red eyes upon it.  He looked 
  me over and then turned and walked away.  I 
  was lead over to a post and then have been 
  dragged by this group for days.  They have 
  been planning some type of raid.  I did catch 
  the name of the leader, I think.  They referred 
  to him as the Dread Vengeance.” 
   
  That is all the information that she has.     
   
  
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  17
  AFTERMATH 
   
  This should be used if the PCs did not bother 
  the Slaver camp that night or they lit a fire and 
  the slavers still attacked the hamlet.  In this 
  case, the PCs might decide to track the slavers 
  down.  This is possible but the PCs will be 
  spotted at roughly 100 yards away. 
   
  As you slip down the last rocky parts of the 
  trail you pass what appears to have been the 
  camp last night for at least a half-dozen men.  
  As the morning grows towards mid-day you 
  come across a desperate sight.  The small 
  hamlet is where the map says it should be, 
  but it is deserted.  Deserted save for the 
  smell of blood and fear that lingers in the air.  
  Small splatters of blood show signs of 
  struggle but so far, no signs can be found of 
  any dead, nor enough blood to indicate a 
  killing blow.  Only a few cats remain alive 
  and the only remains seems to be those of 
  three dogs.  There are no signs of overt 
  magic, however,  leather bags are scattered 
  around the area. 
   
  The hamlet was the home of 23 people.  All 
  those people are currently in manacles being 
  lead to Slen by the slavers. The leather bags are 
  the remains of tanglefoot bags and that should 
  give the PCs a hint of what happened to the 
  villagers.  
   
  Whether they ignore the slavers, defeat the 
  slavers in their camp or allow the slavers to 
  attack the hamlet, move on to Encounter 6.   
   
   
  ENCOUNTER 6 
   
  Summary: Into the lands of Torakk.  How they 
  deal with the forces in Encounter 5 will dictate 
  how prepared they might be for the battle in this 
  encounter. 
   
  In fact, the three possible options from 
  Encounter 5 will dictate the actions occurring in 
  Encounter 6.  Use the following table of factors 
  to apply to all the Charisma checks in this 
  encounter (with the forces of Shynabyth). 
   
  Adjustment 
  Action 
  -4 
  Hamlet was ransacked 
  +1 
  Heydu was rescued 
  +1 
  PCs are attempting to track down 
  the slavers that ransacked the 
  hamlet 
  +3 
  PCs are attempting to track down 
  the main slaver group 
  -2 
  PCs have ignored the slavers and 
  are heading towards the river as 
  directed 
  -1 
  PCs have the support of a 
  Truthseeker’s word.  This is NOT a 
  bonus since her word is based on 
  religion and religion is outlawed in 
  Shynabyth 
  +1 
  Heydu is with the PCs and has 
  been treated well 
   
  In all cases the PCs will first run into a group of 
  horsemen 
  attempting 
  to 
  determine 
  the 
  whereabouts of the slavers.  Are the PCs 
  slavers?  That could be part of the question. 
   
  You travel through the day, the day’s events 
  weighing on your minds.  As the sun begins 
  its descent, dust from a large group of 
  horses can be seen in the distance and it is 
  heading towards you. 
   
  Assuming that the PCs do not hide continue with 
  the following: 
   
  The horsemen number well over a dozen and 
  pull up in a quarter-circle around you.  
  (NOTE: they are not surrounded, nor are the 
  riders attempting to surround them, they are 
  simply not stopping in Fireball or Lightning Bolt 
  formation.)  The horsemen are all wearing 
  silvered breastplates that shine in the 
  evening sun.  Lances and swords complete 
  their ensemble along with a tabard depicting 
  a rampant horse over an orange field.   
   
  “State your name and your business in the 
  Kingdom of Shynabyth!”, shouts the leader 
  of the horsemen. 
   
  The keys to this encounter will be the PCs 
  intentions and what they are willing to share with 
  the horsemen.  The encounter is broken into 
  three sections: Suspicion, Information Gathering 
  & Action.   
   
  NOTE:  Remember, in all these sections that the 
  bonuses and penalties from the table above 
  apply.  Also, if the Truthseeker is with the PCs 
  and they blatantly lie to the officers (especially 
  regarding the number of slavers) then she will 
  open her journal and provide the correct 
  numbers. 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  18
   
   
  SUSPICION 
  In this section the PCs will still be under 
  suspicion and it will be up the PCs to address 
  the issue.  Methods to do this include: 
   
  • 
  Bluff (using above modifiers) vs the 
  officer of the group's Sense Motive of +5 
  + ATL 
  • 
  Roleplay out the story – go ahead and 
  use either a Bluff (if they are lying) or 
  Diplomacy (if they are telling the truth).  
  The DC for the Diplomacy check is 5 + 
  ATL. 
   
  If the PCs are found wanting, the horsemen will 
  ask them to accompany them back to the 
  nearest city.  This will cause the PCs to miss 
  their next connection, however, the horsemen 
  will not take no for an answer. 
   
  If the PCs pass the suspicion test continue with 
  Information Gathering. 
   
  INFORMATION GATHERING 
   
  In this section the troop and the PCs can share 
  what they know.  It will be up to the PCs to 
  discuss what they know, however, there are 
  benefits based on what the PCs can tell them. 
   
  The troop knows: 
  • 
  A local hamlet has been ransacked.  
  This is the second one in this area in the 
  last three months. 
  • 
  They have seen signs of horses and 
  carts in the area during the past couple 
  of weeks but have not seen any bandits 
  or slavers.  The tracks always seem to 
  disappear into the mountains. 
   
  If the PCs share... 
  • 
  ...that they defeated a group of slavers 
  in the mountains the officer in charge 
  will ask how many slavers there were.  
  There is a reward for slaver bands from 
  the government and the officer (if he 
  believes them) with reward the PCs will 
  a sum of 300 gp. 
  • 
  ...that they were able to rescue one 
  person from the slavers and have since 
  tended to Heydu, then the officer will 
  again thank the PCs and offer a reward 
  of an additional 150 gp. 
  • 
  ...that the name overheard as the leader 
  of the slavers is “the Dread Vengeance”, 
  then the officer will get a glint in his eye 
  – immediately go to the ACTIONS 
  section. 
   
  ACTIONS 
   
  If the PCs are not pursuing the slavers then the 
  officer, as long as he has been given all the 
  information and has not decided to bring the 
  PCs into the city as part of the investigation, will 
  allow them to continue on their way. 
   
  If the PCs are pursuing the slavers then the 
  officer (Captain Geren) will offer them the 
  chance to aid the troop in tracking down the 
  slavers and bringing them to justice.  He will 
  understand if they have other issues they need 
  to take care of. 
   
  Assuming the PCs go with the troop of 
  horsemen you can continue with the following 
  text and short battle.  Use the map at the end of 
  this document to help illustrate the battle. 
   
  Captain Geren leads the troop of horsemen 
  following the tracks left by the main body of 
  the slavers.  Scouts report back on the hour 
  as it seems you are getting closer and closer 
  to the troop.  It is your second day in the 
  Kingdom of Shynabyth when the scouts 
  come back with exciting and disturbing 
  news.  Captain Geren shares the news with 
  you seeming to watch for your reaction, “The 
  scouts have found the slaver camp, however, 
  they are more than just slavers.  They are the 
  evil of Slen come down from the mountains 
  in search of sacrifices.  I have summoned 
  what assistance is nearby, however, as much 
  as I will need your help, I will understand if 
  you do not wish to lend your assistance.  If 
  we are defeated, death is the best option, as 
  capture holds terrible consequences.” 
   
  If the PCs are still willing to assist, then Captain 
  Geren will ask them to guard the retreat to the 
  east out of the mountains.  If the PCs ask why 
  he will tell them he has a force hidden in the 
  mountains and when he attacks he hopes the 
  slavers will retreat into the mountains.  He only 
  wants slavers going into the mountains since he 
  does not have the capability of describing each 
  of the PCs and could not guarantee their safety 
  in that area. 
   
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  19
  If the PCs do not agree to the plan use the text 
  below: 
   
  The battle is chaotic and a number of slavers 
  and slaves are slain in the fight.  A large 
  number of slavers seemed to have moved 
  down the mountain during the attack and as 
  Captain Geren is thanking you for your help 
  his men are getting ready to pursue the 
  remainder of slavers. 
   
  As long as the PCs agree to the plan use the 
  text below: 
   
  Surprisingly, the fight goes as Captain Geren 
  had planned.  His spirited charge into the 
  slaver camp not only caught the slavers by 
  surprise but drove over half up into the 
  mountains where black clad dwarves sprang 
  from 
  what 
  seemed 
  to 
  be 
  the 
  rocks 
  themselves attacked the slavers.  However, 
  as the dwarves and the horsemen seemed to 
  be battling the slavers a group of well armed 
  slavers move to the east and toward you!  
  Leading the group is a plate armored female 
  with a huge maul and a glow of red 
  surrounding her body. 
   
  Slavers 
   
  ATL 1 (EL 4*) 
  Elite Guards Slavers (1) human mixed: 
  Fighter 2: HD 2d10+6; hp 22; 
  Slaver Leader, female Dark Elf: Cleric 5: HD 
  5d8; hp 28; 
   
  ATL 3 (EL 6) 
  Elite Guards Slavers (1) human mixed: 
  Fighter 3: HD 3d10+9; hp 31; 
  Slaver Leader, female Dark Elf: Cleric 5: HD 
  5d8; hp 28; 
   
  ATL 5 (EL 8) 
  Elite Guards Slavers (2) human mixed: 
  Fighter 3: HD 3d10+9; hp 31; 
  Slaver Leader, female Dark Elf: Cleric 7: HD 
  7d8; hp 38; 
   
  ATL 7 (EL 10) 
  Elite Guards Slavers (3) human mixed: 
  Fighter 4; HD 4d10+12; hp 40; 
  Slaver Leader, female Dark Elf: Cleric 9: HD 
  9d8; hp 48; 
   
  ATL 9 (EL 12) 
  Elite Guards Slavers (4) human mixed: 
  Fighter 5; HD 5d10+15; hp 49; 
  Slaver Leader, female Dark Elf: Cleric 11: HD 
  11d8; hp 58; 
   
  ATL 11 (EL 15) 
  Elite Guards Slavers (4) human mixed: 
  Fighter 7; HD 7d10+21; hp 67; 
  Slaver Leader, female Dark Elf: Cleric 13: HD 
  13d8; hp 68; 
  Slaver Wizards (2) human Kalamaran: Wizard 
  9: HD 9d4; hp 28; 
   
  ATL 13 (EL 17) 
  Elite Guards Slavers (6) human mixed: 
  Fighter 7; HD 7d10+21; hp 67; 
  Slaver Leader, female Dark Elf: Cleric 15: HD 
  15d8; hp 79; 
  Slaver Wizards (6) human Kalamaran: Wizard 
  9: HD 9d4; hp 28; 
   
  See Appendix V for tactical instructions for 
  running the Wizards. 
   
  The slavers are too busy fleeing to notice the 
  party until the party attacks them directly.  This 
  means the party can buff themselves until the 
  meaning that the party effectively automatically 
  gets a surprise round.  At ATL 1, the slavers will 
  completely ignore the first volley of arrows, 
  meaning the party  
   
   
  At ATL 1, the party will be able to use ranged 
  attacks against the slavers for 1 surprise round 
  and one more full round before the slavers will 
  respond.  The slavers are simply too busy 
  fleeing to worry about a single volley of arrows. 
   
  At all other ATLs, the party will only get a 
  surprise round for attacks, but they may prepare 
  themselves by casting buff spells, as the sound 
  of casting will be lost in the din of war.  In other 
  words, any form of attack will be met in kind by 
  the routed and fleeing slavers. 
   
  Finally, at ATL9 and above, the Elite Slaver 
  Guards are not what they appear to be.  In fact, 
  they are fallen Slaver Guards that the Dark Elf 
  Cleric has reanimated via Will of the Revenant.  
  Over the decades she grew tired of the mewling 
  of so many weak-willed guards that were either 
  unable or unwilling to bear the Sweet Agony of 
  their wounds and suffering.  Her solution has 
  been to keep the unliving as her personal 
  retinue—while the dead feel no pain, they also 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  20
  bear their wounds without complaint.  This has 
  the added benefit of letting her save her 
  precious few healing spells for the one person 
  who matters—her. 
   
  Use the following table to determine the PCs 
  reward for this encounter: 
   
  Condition 
  Reward 
  PCs 
  kill/capture 
  Leader 
  All 
  non-religious 
  items 
  carried by his guards 
  PCs fight leader and 
  men but are unable 
  to kill/capture him 
  Loot 
  from guards and 
  fallen on the field.  Field 
  forces carry 150 gp each 
  in 
  arms, 
  armor 
  and 
  valuables 
  PCs don’t fight on 
  the east side 
  Nothing although he would 
  allow the PCs to take the 
  horse and cart and a few 
  weapons – 25 gp each PC 
   
  Captain Geren is fairly pleased at the results 
  of the battle.  “It will be a long time before 
  the Slen decide to raid our southern borders 
  again.  This has been a great day and we owe 
  you much.  I will detach a group of scouts to 
  escort you to your destination.  You have my 
  thanks and I give my word that the deeds 
  you have done this day will be told in the 
  halls of the capital.” 
   
  Unless the PCs interrupt that should be all.  Be 
  sure for flavor purposes to mention that many of 
  the injured are being treated with first aid.  No 
  clerics or shamans are magically healing any of 
  the injured.  Nor will they allow themselves to be 
  healed since open use of divine powers is 
  illegal.  When you have completed this 
  encounter continue with Encounter 7. 
   
   
  ENCOUNTER 7 
   
  Summary:  Another riverboat ride deposits the 
  PCs into the plains of Torakk.  The open and 
  stormy dark blue waters of Lake Jorrak are the 
  PCs path to Narr-Rytar.  A few effects while on 
  the ship finally bring the PCs to Narr-Rytar.  
  They will be able to explore the city and see 
  what they can find regarding Colonel Lakaran 
  B’Tormil. 
   
  You arrive at the shores of another rapid 
  flowing river.  The small village of Dejy greet 
  you warmly as does the smiling riverboat 
  Captain who waits for your arrival.  The 
  remainder of your trade goods goes swiftly 
  into the hold as the Dejy trade you coin for 
  your mountain horses.  
    
  The 
  journey 
  down 
  the 
  long 
  river 
  is 
  uneventful as the Torakk plains line both 
  wide sides of the river.  You finally pass from 
  the river to the dark blue waters of Lake 
  Jorrak.  The icy blue waters remain frozen for 
  most of the year, the crew tells you as you 
  pass carefully across its often stormy 
  waters. 
   
  After another week of travel you have at long 
  last  arrived at the City of Narr-Rytar.  The 
  great sea gates stand open as the afternoon 
  sun beats down on the deck of the riverboat.  
  The city is mostly wooden with great wooden 
  buildings taking up the space nearest the 
  docks.   
   
  At this point the PCs are free to explore the city 
  a little.  As they enter they will be first faced with 
  the statue of Jorrak. 
   
  As you enter the busy port city you see that 
  the population is mainly Fhokki with a 
  smattering of dwarves and wood elves.  A 
  large wooden statue stands in the middle of 
  the main roadway into the heart of the city.  
  The statue is of a young man dressed in a 
  leather cuirass and carries both bow and 
  short sword.  The base of the statue reads:  
  “Wait not for a path to appear if you wish to 
  make a journey.  Make the path yourself that 
  others may follow.” 
   
  Now the PCs will have a chance to explore the 
  city.  Some key locations and personages 
  include:   
   
  • 
  Harbormaster's 
  Office: 
   
  The 
  Harbormaster is a gray bearded Fhokki 
  named Murrjar.  He knows about every 
  ship that comes into the city and can 
  point the PCs to a quality inn or even 
  Colonel Lakaran B’Tormil’s home.  He 
  knows that the Colonel is an officer in 
  the scouting corp of the city’s armed 
  forces. 
  • 
  The Golden Carp:  This modest inn has 
  a total of 13 rooms.  One room is 
  permanently left vacant as it would be 
  bad luck to rent 13 rooms.  Rooms are 8 
  sp per night per person. 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  21
  • 
  “Longstep” Hruligar – This young boy of 
  9 already stands 6 feet 3 inches tall.  He 
  will approach the PCs to offer to show 
  them around the city for a gold piece.  
  He shows them through the harbor, 
  marketplace, government square, elven 
  quarter, the Halfling Corner and the 
  woodcarver’s guildhouse.  He does not 
  know of Colonel Lakaran B’Tormil, 
  however he knows people who might 
  know him and will ask about for another 
  gp.  He will eventually find out where the 
  Colonel lives and be able to lead the 
  PCs there. 
  • 
  The Halfling Corner – In the southeast 
  corner of the city live a large number of 
  halflings.  The streets are all the same 
  sized as outside the corner, however all 
  the doors and buildings are built for the 
  smaller folks.  There are a great number 
  of tobacco and pipe shops in this area. 
  • 
  The Woodcarver’s Guild – One of the 
  principal guilds in the area, it governs all 
  aspects of woodcraft including ship 
  building.  Assistant Guildmaster Vrot is 
  on duty when the PCs arrive.  A smaller 
  Fhokki woman, she runs the front office 
  of the guild.  She will probably never be 
  guildmaster due to the tradition that the 
  guildmaster is always male and a winner 
  of the summer games of strength.  
  However, she also knows that the guild 
  would be in serious trouble without her 
  administration. 
  • 
  Home of Colonel Lakaran B’Tormil – 
  The two story stockade home is overrun 
  with children as the PCs arrive.  Colonel 
  Lakaran B’Tormil is the father of 8 
  children who play in the courtyard in 
  front of the building.  A woman watches 
  them carefully as she knits what 
  appears to be a small sweater.  Enga 
  B’Tormil is Lakaran’s Fhokki wife.  She 
  knows where her husband is but wants 
  to know why the PCs are here.  The 
  truth will work if the PCs resort to it. 
   
  The woman looks you over, “I was afraid that 
  you bore bad news from his family.  A 
  fortune teller told me to expect this last 
  week.  That is why I allowed him to travel 
  with his men this week.  He should be 
  somewhere between a day or two days to the 
  east of the city in the forest.  Some of the 
  Woodcarver’s Guild reported some type of 
  problem.  You can track him down in the 
  forest or wait, he promised he would be back 
  here in five days at the most.  It is up to you.” 
   
  The decision will be partially your job as the 
  judge.  If there is not enough time left you can 
  have him already gone 4 days thus coming 
  home tomorrow.  Continue to the Conclusion, 
  however do NOT award the experience for 
  Encounter 8.  If they do have time left he has 
  only been gone for two days thus they would 
  have to wait three days or head to the forest.  
  The forest route is located in Encounter 8. 
   
  Encounter 8 
   
  Summary: Tracking down Colonel B’Tormil and 
  his small group of scouts will bring the PCs into 
  conflict with a strange creature unknown in the 
  lands of Pekal.   
   
  Editors Note – It is important that you DO 
  NOT GIVE THE PCS any certificates from this 
  battle.  If they win, and take items from the 
  bad guys simply tell them what the magical 
  items are.  Do not give them the certificates 
  until the very end of the scenario, as they 
  might NOT wish to keep them.  Once they 
  make their decision, they are stuck with them 
  though. 
   
  The forests to the east of the city are a 
  mixture of tall, reaching trees and dense, 
  ground-hugging shrubs.  The area in which 
  Colonel B’Tormil was investigating is easily 
  found as a lumber trail leads from the edge 
  of the forest to the cutting site.  There does 
  not seem to be anyone in the area, however, 
  as you begin to look around you hear some 
  movement in a large section of shrub near 
  the saw mill. 
   
  The whole fun of this encounter is to somehow 
  coerce the PCs into exploring into the shrubs.  
  They are too thick for medium or large creatures 
  to easily pass through.  That is, unless they are 
  very strong. 
   
  Exploring the shrubs from the outside does not 
  reveal anything more than that there is 
  something in the shrubs.  Really only magical 
  methods of investigation may work.  There are 
  no discernible tracks since the traffic of the 
  scouts and lumber people have destroyed them.   
   
  If/When they either go into the shrubs or disturb 
  the shrubs enough continue with the following: 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  22
   
  Suddenly the shrubs erupt in motion as a 
  mass of legs and quills shoots out from 
  underneath the  shrubs. 
   
  A Knowledge (Nature) check DC 15 will indicate 
  that the creature is being aggressive.  For those 
  who beat the creature’s initiative they can attack 
  or flee as usual.  Just be aware of where the 
  PCs are standing because on the first round of 
  the creatures action it will let loose the quills of 
  hell. 
   
  ATL 1 
  Baby Dire Porcupine, medium animal: HD 
  3d8+9; hp 27; Init +3; Spd 20 burrow 10, climb 
  10; AC 16 (+3 Dex, +3 natural), touch 13, flat-
  footed 13; Base Atk/Grapple +2/+3; Full Atk: 2 
  claws +5 (1d4+1), Bite +0 melee (1d6) or Quill 
  Volley +5 (1d4 each); SA Quill Volley (1d4 quills 
  to all in 15 foot cone); SQ grapple defense, low-
  light vision, scent; AL N; SV Fort +6, Ref +6, Will 
  +4; Atb Str 12, Dex 17, Con 17, Int 2, Wis 12, 
  Cha 11; Skills: Climb +11, Listen +5, Spot +5; 
  Feats: Alertness, Weapon Finesse 
   
  Grapple 
  Defense: 
  When 
  grappled 
  the 
  porcupine is immediately allowed 1d4 quill 
  attacks against the grappler. 
   
  Quill Volley: fires a group of quills in a 15 foot 
  cone.  It can only be fired every 5 rounds. 
   
  Skills: Dire Porcupines have a +8 racial bonus 
  on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or 
  threatened. 
   
  ATL 3 
  Baby Dire Porcupine, medium animal: HD 
  4d8+12; hp 35; Init +4; Spd 20 burrow 10, climb 
  10; AC 17 (+4 Dex, +3 natural), touch 14, flat-
  footed 13; Base Atk/Grapple +3/+4; Full Atk: 2 
  claws +7 (1d4+1), Bite +2 melee (1d6) or Quill 
  Volley +7 (1d4 each); SA Quill Volley (1d4 quills 
  to all in 15 foot cone); SQ grapple defense, low-
  light vision, scent; AL N; SV Fort +7, Ref +8, Will 
  +5; Atb Str 12, Dex 18, Con 17, Int 2, Wis 12, 
  Cha 11; Skills: Climb +11, Listen +6, Spot +5; 
  Feats: Alertness, Weapon Finesse 
   
  Grapple 
  Defense: 
  When 
  grappled 
  the 
  porcupine is immediately allowed 1d4 quill 
  attacks against the grappler. 
   
  Quill Volley: fires a group of quills in a 15 foot 
  cone.  It can only be fired every 5 rounds. 
   
  Skills: Dire Porcupines have a +8 racial bonus 
  on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or 
  threatened. 
   
  ATL 5 
  Adolescent Dire Porcupine, medium animal: 
  HD 4d8+16; hp 39; Init +4; Spd 20 burrow 10, 
  climb 10; AC 17 (+4 Dex, +3 natural), touch 14, 
  flat-footed 13; Base Atk/Grapple +3/+4; Full Atk: 
  2 claws +7 (1d6+1), Bite +2 melee (2d6) or Quill 
  Volley +7 (1d6 each); SA Quill Volley (1d4 quills 
  to all in 15 foot cone); SQ grapple defense, low-
  light vision, scent; AL N; SV Fort +8, Ref +8, Will 
  +5; Atb Str 13, Dex 18, Con 18, Int 2, Wis 12, 
  Cha 11; Skills: Climb +11, Listen +6, Spot +5; 
  Feats: Alertness, Weapon Finesse 
   
  Grapple 
  Defense: 
  When 
  grappled 
  the 
  porcupine is immediately allowed 1d6 quill 
  attacks against the grappler. 
   
  Quill Volley: fires a group of quills in a 15 x 15 
  foot cone.  It can only be fired every 3 rounds. 
   
  Skills: Dire Porcupines have a +8 racial bonus 
  on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or 
  threatened. 
   
  ATL 7 
  Adolescent Dire Porcupine, medium animal: 
  HD 6d8+24; hp 57; Init +4; Spd 20 burrow 10, 
  climb 10; AC 17 (+4 Dex, +3 natural), touch 14, 
  flat-footed 13; Base Atk/Grapple +4/+6; Full Atk: 
  2 claws +8 (1d6+2), Bite +3 melee (2d6+1) or 
  Quill Volley +9 (1d6 each); SA Quill Volley (1d6 
  quills to all in 15 foot cone); SQ grapple defense, 
  low-light vision, scent; AL N; SV Fort +9, Ref +9, 
  Will +6; Atb Str 15, Dex 18, Con 19, Int 2, Wis 
  12, Cha 11; Skills: Climb +12, Listen +7, Spot 
  +6; Feats: Alertness, Weapon Finesse, Weapon 
  Focus (quill) 
   
  Grapple 
  Defense: 
  When 
  grappled 
  the 
  porcupine is immediately allowed 1d6 quill 
  attacks against the grappler. 
   
  Quill Volley: fires a group of quills in a 15 x 15 
  foot cone.  It can only be fired every 2 rounds. 
   
  Skills: Dire Porcupines have a +8 racial bonus 
  on Climb checks and can always choose to take 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  23
  10 on Climb checks, even if rushed or 
  threatened. 
   
  ATL 9 
  Fiendish Dire Porcupine, large magical beast 
  (Augmented 
  Animal, 
  Extraplanar): 
  HD 
  8d8+56; hp 99; Init +4; Spd 30 burrow 10, climb 
  20; AC 17 (+3 Dex, +5 natural, -1 size), touch 
  12, flat-footed 14; Base Atk/Grapple +6/+17; Full 
  Atk: 2 claws +12 (1d8+7), Bite +7 melee (3d6+3) 
  or Quill Volley +9 (1d8 each); SA Quill Volley 
  (1d8 quills to all in 15 foot cone), smite good 
  (+8); SQ darkvision 60’ DR 5/magic, grapple 
  defense, 
  low-light 
  vision, 
  scent, 
  cold/fire 
  resistance 10, SR 13; AL NE; SV Fort +13, Ref 
  +9, Will +7; Atb Str 25, Dex 16, Con 24, Int 3, 
  Wis 12, Cha 11; Skills: Climb +17, Listen +8, 
  Spot +7; Feats: Alertness, Weapon Finesse, 
  Weapon Focus (quill). 
   
  Grapple 
  Defense: 
  When 
  grappled 
  the 
  porcupine is immediately allowed 1d8 quill 
  attacks against the grappler. 
   
  Smite Good: Once per day the Fiendish 
  creature can make a normal melee attack to 
  deal +8 extra damage against a good foe. 
   
  Quill Volley: fires a group of quills in a 15 foot 
  cone.  It can only be fired every 2 rounds.   
   
  Skills: Dire Porcupines have a +8 racial bonus 
  on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or 
  threatened. 
  ATL 11 
  Fiendish Dire Porcupine, large magical beast 
  (Augmented 
  Animal, 
  Extraplanar): 
  HD 
  10d8+70; hp 123; Init +4; Spd 30 burrow 10, 
  climb 20; AC 17 (+3 Dex, +5 natural, -1 size), 
  touch 12, flat-footed 14; Base Atk/Grapple 
  +7/+18; Full Atk: 2 claws +13 (1d8+7), Bite +9 
  melee (3d6+3) or Quill Volley +10 (1d8 each); 
  SA Quill Volley (1d8 quills to all in 15 foot cone), 
  smite good (+10); SQ darkvision 60’, DR 
  5/magic, grapple defense, low-light vision, scent, 
  cold/fire resistance 10, SR 15; AL NE; SV Fort 
  +14, Ref +10, Will +8; Atb Str 25, Dex 16, Con 
  24, Int 3, Wis 12, Cha 11; Skills: Climb +17, 
  Listen +9, Spot +8; Feats: Alertness, Weapon 
  Finesse, Weapon Focus (quill), Weapon Focus 
  (bite) 
   
  Grapple 
  Defense: 
  When 
  grappled 
  the 
  porcupine is immediately allowed 1d10 quill 
  attacks against the grappler. 
   
  Smite Good: Once per day the Fiendish 
  creature can make a normal melee attack to 
  deal +10 extra damage against a good foe. 
   
  Quill Volley: fires a group of quills in a 15 foot 
  cone.  It can only be fired every 2 rounds.   
   
  Skills: Dire Porcupines have a +8 racial bonus 
  on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or 
  threatened. 
   
  ATL 13 
  Fiendish Dire Porcupine, large magical beast 
  (Augmented 
  Animal, 
  Extraplanar): 
  HD 
  12d8+60; hp 145; Init +5; Spd 30 burrow 10, 
  climb 20; AC 17 (+3 Dex, +5 natural, -1 size), 
  touch 12, flat-footed 14; Base Atk/Grapple 
  +9/+21; Full Atk: 2 claws +16 (1d8+8), Bite +15 
  melee (3d6+4) or Quill Volley +12 (1d10 each); 
  SA Quill Volley (1d10 quills to all in 15 foot 
  cone), smite good (+12); SQ darkvision 60’, DR 
  10/magic, grapple defense, low-light vision, 
  scent, cold/fire resistance 10, SR 17; AL NE; SV 
  Fort +15, Ref +11, Will +9; Atb Str 26, Dex 16, 
  Con 24, Int 3, Wis 12, Cha 11; Skills: Climb +18, 
  Listen +10, Spot +9; Feats: Alertness, Weapon 
  Finesse, Weapon Focus (quill), Weapon Focus 
  (bite), Multiattack 
   
  Grapple 
  Defense: 
  When 
  grappled 
  the 
  porcupine is immediately allowed 1d10 quill 
  attacks against the grappler. 
   
  Smite Good: Once per day the Fiendish 
  creature can make a normal melee attack to 
  deal +12 extra damage against a good foe. 
   
  Quill Volley: fires a group of quills in a 15 foot 
  cone.  It can only be fired every 2 rounds.  . 
   
  Skills: Dire Porcupines have a +8 racial bonus 
  on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or 
  threatened. 
   
  At the conclusion of the battle continue with the 
  conclusion. 
   
  CONCLUSION 
   
  Summary: Colonel B’Tormil offers the PCs the 
  hospitality of his home as he listens to their 
  story.  Sometime during the discussion General 
  P’Mare makes his entrance and the discussion 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  24
  becomes even more animated.  Eventually the 
  PCs are asked some very pointed questions.  
  Depending on their answers and agreement of 
  the Colonel’s required oaths the PCs may get 
  information that leads them further on this quest. 
   
  NOTE – IF the PCs went through Encounter 
  Five and succeeded in gaining the magical items 
  therein, be sure to ask for the items back in 
  ENCOUNTER FIVE EXTRA below. 
   
  Not 
  surprisingly 
  the 
  cause 
  of 
  the 
  woodcrafter’s problems was the creature 
  that you fought and its siblings and parents 
  that had moved into the area.  Colonel 
  B’Tormil had been moving back towards the 
  camp and discovered you at the conclusion 
  of your battle.  He and the other scouts 
  helped with the healing.   
   
  The scouts scoured the area while the 
  Colonel accompanied you back to the city 
  and his home.  He sat entranced and 
  saddened by your tale and promised that this 
  morning 
  he 
  would 
  give 
  you 
  whatever 
  information was his to provide. 
   
  Encounter Five EXTRA -  
  If the PCs succeeded in Encounter Five and 
  picked up magical loot, read the text in the box.  
  Otherwise continue beyond the box and 
  conclude the adventure. 
   
  Although it pains me to ask this, as an 
  honorable man I must”, the Colonel begins.  
  Adonac Moraman was a captain who fell 
  recently in the hills where you were 
  adventuring.  His widow, the Lady Moraman 
  seeks the betrothal items that she had 
  commissioned for their wedding so that that 
  they may be handed down to their son.  Did 
  you manage to find them during your combat 
  with the mercenaries?” 
   
  If the PCs answer truthfully and hand over the 
  items, he thanks them gratefully and continues 
  on.  If they lie and keep the items, then they are 
  allowed to keep them.  Hand over the 
  certificates.  They asked for it. 
   
  Continued from before Encounter Five Extra -  
   
  Colonel B’Tormil seems in high spirits this 
  morning.  “I discovered that a couple of 
  wizards that owed me a favor or two were 
  able to send messages magically over the 
  long distances to my father and niece.” 
   
  At this point if any of the PCs have the Suitor for 
  the hand of General B’Tormil’s granddaughter 
  certificate use the following text otherwise skip 
  to the WELCOMING section: 
   
  Colonel B’Tormil looks at (name of PC with 
  the certificate or more than one) “My father 
  also mentioned that you and he have some 
  type of unfinished business and if you could 
  bring a written or authorized journal of your 
  journey we will make a decision during the 
  spring festival next year.  I would be 
  careful—my father can be a manipulator and 
  he usually gets what he wants.” 
   
  WELCOME 
   
  A servant interrupts your conversation with 
  Colonel B’Tormil to escort General P’Mare 
  into the room.  Introductions and greetings 
  are exchanged as the General sits awaiting 
  the telling of the story.  “Didn’t think I would 
  miss the tale did you?”, the General says 
  with a smile. 
   
  Colonel B’Tormil stands and moves across 
  the room, “Well as you have already 
  surmised I was once very proud to claim 
  membership 
  in 
  an 
  organization 
  that 
  professed the means and will to undermine 
  the Kalamaran Usurper and restore rightful 
  rule once again to Kalamar.” 
   
  “My belief that Kalamar needs to be cleaned 
  of the filth that currently sits on the throne 
  has not changed.  Unfortunately, I have lost 
  faith that the organization to which I 
  belonged has the means to truly accomplish 
  the goal.  They may harass and perhaps even 
  gather important information; however, I do 
  not believe that they will bring about the 
  restoration of the true emperor without 
  additional assistance.” 
   
  After a couple of sips of water he continues, 
  “Thus I can tell you what I know even though 
  some of it is from my family’s personal 
  knowledge.  I believe the key to bringing 
  down the Usurper is to locate the Sword of 
  Kings.  Finding the sword has been a hobby 
  of mine since I once noticed it referenced in 
  a Great Uncle’s journal.  I am no longer a 
  young man and now have a family of my 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  25
  own.  Traveling to dangerous locales in 
  search of a lost sword—while once I might 
  have considered it romantic, now I am more 
  disheartened.  Still I have collected all the 
  information regarding the Sword and have 
  tried to limit it to the last couple of locations 
  that it was reported seen.  I will give you 
  these and perhaps the most important clue 
  that I had only recently uncovered.” 
   
  The Colonel lifts a journal from the desk and 
  hands it to General P’Mare.  A small glow 
  quickly 
  spreads 
  from 
  the 
  book 
  til 
  it 
  surrounds the General.  “Ah, your intentions 
  are honorable,” says Colonel B’Tomril.  “This 
  journal contains all the information gathered 
  by an organization regarding the Sword.  I 
  have a marked a passage which states that 
  the sword was perfect upon its creation.  
  However, the Emperor had a divine vision in 
  which he requested the Ka’Asa dwarves to 
  further provide the Sword a number of 
  enchantments.  I have discovered where to 
  find the remnants of the Ka’Asa dwarves.” 
  “So I will give the General all the material I 
  have however the next steps would be to 
  investigate the battle sites and the dwarves 
  of Ka’Asa.  I wish you luck and may you 
  assist in the downfall of the Usurper and the 
  illegitimate rule of Kalamar.” 
   
   
  If the PCs got the cursed items, and returned 
  them to the General, then read the following.  If 
  they did not do the optional encounter, but 
  completed the mission then they also get this 
  reward. 
   
  The general locks eyes with each of you.  
  “You run a dangerous gauntlet my friends, 
  and have need of metal stronger than you 
  currently carry.  I believe that I can fix that 
  before you go.”  He nods to the Colonel who 
  jots down entries into another notebook on 
  the desk and smiles as he does so. 
   
  The End 
   
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  26
  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 
  Encounter 2: Defeating the Lake Monster 
                       <Bonus> Healing the Lake Monster 
  75 
    50 
  100 
    50 
  200 
   50 
  Encounter 3: Dealing with the Elves and repairing the riverboat 
                              
  25 
  75 
  100 
  Encounter 4: Causing no incident in Bet Regor 
                        
  25 
  75 
  100 
   
  Encounter 5: Taking the Recommended Route through the mountains 
                    OR Defeating the ambushing brigands 
                        Defeating the slaver camp 
                        Rescuing Heydu alive 
  25 
   
  50 
  25 
  75 
   
  75 
  50 
  100 
   
  150 
  100 
  Encounter 6: Dealing peaceably with Captain Geren 
                       Following Geren’s orders and defeating the slavers OR 
                       Not following Geren’s orders but battling the slavers 
  25 
  75 
  50 
  75 
  125 
  100 
  100 
  200 
  150 
  Encounter 7: Determining the location of Colonel B’Tormil 
  25 
  50 
  100 
  Encounter 8: Defeating / Capturing the Dire Porcupine             
  75 
  100 
  200 
   
   
   
   
  Discretionary Role Playing Experience 
  75 
  100 
  150 
  Total Possible 
  500 
  1000 
  1500 
   
  TREASURE 
   
  Encounter 3 –  
  If the PCs take items from the forest and do not speak the truth to the elven scout, or if they are 
  belligerent and attack the scout, they receive the Curse of the Wood. 
   
  Curse of the Wood – 6 certificates – Vines that you once passed over normally now seem to reach out to 
  trip you.  Perhaps this will teach you to take nature more seriously!  The next ten times that you must 
  make a reflex save versus entangle or an entangle like effect, it is at a -10 penalty.   Show this certificate 
  to your GM before play and have the GM mark off a charge each time you must make an applicable save.   
  Value: N/A, Charges: N/A, Tradable– NO/CURSE 
   
  None of the items listed below are GIVEN AWAY.  They must be purchased by the PCs.  There are 
  two separate prices for each item.  The NORMAL price is for PCs that fought the beast and did not 
  heal it.  The OBLIGATED price is for those that healed the creature. 
   
  Enhanced Elven Caster’s Chainmail – 1 certificate – 4,600 Victories/3,500 Victories – You have seen 
  elven chain however never before have you witnessed craftsmanship like this.  The way this chain moves 
  is more like silk than metal and you are certain that casting spells in it will be much easier. It is in all ways 
  the same as Elven Chain, save that the arcane spell failure chance is only 15%, rather than the usual 
  20%.  When purchased, circle how much you paid for the item.  Value – 2,300/1.750 Victories, Charges: 
  N/A, Tradable: Yes. 
   
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  27
  Enhanced Elven Scout Chainmail – 1 certificate – 4,600 Victories/3,500 Victories – You have seen 
  elven chain however never before have you witnessed craftsmanship like this.  The way this chain moves 
  is more like silk than metal and you are certain that moving quietly in it will be much easier. It is in all ways 
  the same as Elven Chain, save that the maximum Dexterity bonus is +5 rather than the usual +4.  When 
  purchased, circle how much you paid for the item.  Value – 2,300/1.750 Victories, Charges: N/A, 
  Tradable: Yes. 
   
  Mithral Breastplate – 1 certificate – 4,350 Victories/3,350 Victories – You feel like you are wearing a 
  normal shirt in regards to weight when this breastplate is in place.  This breastplate is considered light 
  armor for purposes of movement. Spell failure is 15%, Armor Check penalties are only -1, and the 
  maximum Dexterity bonus for this armor is +5.When purchased, circle how much you paid for the item.  
  Value – 2,175/1.675 Victories, Charges: N/A, Tradable: Yes. 
   
  Studded Leather Armor – Displacer Beast  - 1 certificate – 1,200 Victories/900 Victories – The dark blue 
  hue of the leather is enhanced by the small Mithril studs placed strategically throughout the surface.  The 
  armor almost seems to vibrate around you. In addition to being masterwork armor, the displacer beast 
  leather grants a +1 dodge bonus versus ranged attacks and a +1 resistance bonus versus spells or spell-
  like effects that target the wearer directly. When purchased, circle how much you paid for the item.  Value 
  – 600/450 Victories, Charges: N/A, Tradable: Yes. 
   
  Elven Wind Harp – 1 certificate – 150 Victories/100 Victories –This collection of hollow reeds are banded 
  together with a combination of grass and Mithril wire.  When held to the breeze a hauntingly hollow note 
  is sounded.  When utilized by an experienced bard the song produced will provide allies and friendly 
  listeners with an additional +1 circumstance bonus to saves versus charm and fear effects.  This bonus 
  stacks with standard bardsongs. When purchased, circle how much you paid for the item.  Value – 75/50 
  Victories, Charges: N/A, Tradable: Yes. 
   
  Encounter Five – If the PCs did not go the recommended way, then they will encounter the mercenaries, 
  and may obtain the following loot: 
   
  Mundane – 4 sets of manacles, 8 coils of rope, 6 emeralds worth 50 Victories each, and 20 Victories 
  looted from each defeated slaver. 
  Cursed Ring of Resistance +1 – 1 certificate – The widow of Adonac Moraman grieves as you wear the 
  wedding ring of her slain husband.  While you have this item in your possession, all social skill checks 
  (Persuasion, Sense Motive, Bluff, Gather Information, Ect) are penalized by -6.  If you are slain while this 
  item is found upon your body no civic religion will raise you from the dead.  To remove this social curse 
  you must return the ring to the Widow Moraman and spend at 2 NAA’s working in penance.  Value: 0 
  Victories; Charges: N/A; Tradable: NO/CURSED 
   
  Cursed Bracers of Armor +3 – 1 certificate - The widow of Adonac Moraman grieves as you wear the 
  bracers of her slain husband.  While you have this item in your possession, all social skill checks 
  (Persuasion, Sense Motive, Bluff, Gather Information, Ect) are penalized by -6.  If you are slain while this 
  item is found upon your body no civic religion will raise you from the dead.  To remove this social curse 
  you must return the bracers to the Widow Moraman and spend at 2 NAA’s working in penance. Value: 0 
  Victories, Charges: N/A; Tradable: NO/CURSED 
   
  Cursed Defending Rapier +1 – 1 certificate - The widow of Adonac Moraman grieves as you sully the 
  rapier of her slain husband.  While you have this item in your possession, all social skill checks 
  (Persuasion, Sense Motive, Bluff, Gather Information, Ect) are penalized by -6.  If you are slain while this 
  item is found upon your body no civic religion will raise you from the dead.  To remove this social curse 
  you must return the rapier to the Widow Moraman and spend at 2 NAA’s working in penance.  Value 0 
  Victories: Charges: N/A; Tradable: NO/CURSED 
   
  Encounter 7 -  
  If the PCs Kill/Capture the Leader – Loot equals 20gp/ATL per guard 
   
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  28
  if the PCs fight leader and guards, but are unable to kill/capture leader – Loot equals 10gp/ATL per guard 
   
  If the PCs don’t fight on the east side – A horse (25gp), a cart (50gp) and a few weapons (25gp for each 
  PC) 
   
  Encounter 8 
  If the PCs managed to capture the Baby Dire Porcupine rather than bash it to bits, then they may be able 
  to train it as a pet or friend.  Let the player know that it CANNOT be used as an Animal Companion 
  or Familiar.  Period.  End of statement. 
   
  Baby Dire Porcupine – 1 certificate - Baby Dire Porcupine, medium animal: HD 3d8+9; hp 27; Init +3; 
  Spd 20 burrow 10, climb 10; AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; Base Atk/Grapple 
  +2/+3; Full Atk: 2 claws +5 (1d4+1), Bite +0 melee (1d6) or Quill Volley +5 (1d4 each); SA Quill Volley 
  (1d4 quills to all in 15 foot cone); SQ grapple defense, low-light vision, scent; AL N; SV Fort +6, Ref +6, 
  Will +4; Atb Str 12, Dex 17, Con 17, Int 2, Wis 12, Cha 11; Skills: Climb +11, Listen +5, Spot +5; Feats: 
  Alertness, Weapon Finesse 
  Grapple Defense: When grappled the porcupine is immediately allowed 1d4 quill attacks against the 
  grappler. 
  Quill Volley: fires a group of quills in a 15 foot cone.  It can only be fired every 5 rounds. 
  Skills: Dire Porcupines have a +8 racial bonus on Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  Conclusion – A – If the PCs did well and B –if they turn in the loot from Encounter Five then they 
  General P’Mare will give them the following: 
   
  Favor of General P’Mare – 6 certificates – “You run a dangerous gauntlet, and have need of metal 
  stronger than you currently carry.”, said General P’Mare at your last meeting.  He then bent his artisans to 
  the task and you may: 
  1 – Take an existing masterwork weapon or armor and enchant it to +1. 
  2 – Take an existing magical weapon, armor, or bracers of armor and increase its enchantment by +1 (to 
  a maximum of +3) 
  3 – Take an existing magical weapon or armor and give it a +1 value special ability (not to exceed a total 
  bonus on the item of +3).   
  Attach this certificate to the item that you are upgrading and write the name of the upgraded certificate on 
  this one.  You cannot transfer this certificate to another item after it has been used. 
   
  OTHER AWARDS 
   
  Judges who “eat” this event (run the event for others without first playing it) earn FULL Experience and 
  gold (500gp) for the tier that the character of their choice qualifies for.  They also gain access to the 
  following certificate. 
   
  Judge Certificate – Third Time is the Charm 
  Again you move to the forefront of the pack, judging an event without playing it.  The Living Kingdoms of 
  Kalamar staff thank you! 
  This is the Third if the Strike to the Heart series of Judge Certificates.  Each certificate adds on to the 
  others to allow you the judge to reap a reward for “eating” multiple scenarios in this series. 
  VOIDING three Strike from the Heart Series Judge Certificates allows you to pick from one of the 
  following three items: 
   
  +2 Keen longsword (Kinslayer) Villain Design Handbook – p 119 
   
  Skin of Stone Turning – Kalamar Players Guide to the Sovereign Lands – p 252 
   
  Belt of Defense – Kalamar Players Guide to the Sovereign Lands – p 255 
   
  Or, you may keep this certificate for later…  
  These items are non-tradable and may only be sold for the purposes of raise dead or resurrection. 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  29
  Appendix I:  NPCs and Monsters 
   
  ENCOUNTER 
  FIVE 
  – 
  Non-
  Recommended Path 
   
  Mercenaries 
   
  ATL 1 
  Mercenaries (4) human mixed: Ranger 1: HD 
  1d8+1; hp 9; Int +3; Spd 30; AC 16, touch 13, 
  flat-footed 13; Base Attack/Grapple +1/+2; 
  Attack +2 short sword (1d6+1/19-20) or +5 long 
  bow (1d8+1/x3); Full Attack +2 short sword 
  (1d6+1/19-20) or +5 long bow (1d8+1/x3);; 
  Space/Reach 5ft./5ft.; SQ  --; SA favored enemy 
  (Hobgoblins); AL NE; SV Fort +3, Ref +5, Will 
  +1; Atb Str 13, Dex 16, Con 12 , Int 12, Wis 13, 
  Cha 11 
  Skills and Feats – Heal +5, Hide +6, Jump +4, 
  Knowledge (military tactics) +5, Ride +6, Sense 
  Motive +3, Spot +5, Survival +5; Point Blank 
  Shot, Weapon Focus (long bow) 
  Equipment (carried): studded leather, short 
  sword, long composite bow (Str 12), (40) arrows, 
  5 gp, 10 sp (various realms); 
   
  ATL 3 
  Mercenaries (6) human mixed: Ranger 1: HD 
  1d8+1; hp 9; Int +3; Spd 30; AC 16, touch 13, 
  flat-footed 13; Base Attack/Grapple +1/+2; 
  Attack +2 short sword (1d6+1/19-20) or +5 long 
  bow (1d8+1/x3); Full Attack +2 short sword 
  (1d6+1/19-20) or +5 long bow (1d8+1/x3);; 
  Space/Reach 5ft./5ft.; SQ  --; SA Favored 
  enemy (Hobgoblin); AL NE; SV Fort +3, Ref +5, 
  Will +1; Atb Str 13, Dex 16, Con 12 , Int 12, Wis 
  13, Cha 11 
  Skills and Feats – Heal +5, Hide +6, Jump +4, 
  Knowledge (military tactics) +5, Ride +6, Sense 
  Motive +3, Spot +5, Survival +5; Point Blank 
  Shot, Weapon Focus (long bow) 
  Equipment (carried): studded leather, short 
  sword, long composite bow (Str 12), (40) arrows, 
  5 gp, 10 sp (various realms); 
   
  ATL 5 
  Mercenaries (6) human mixed: Ranger 3: HD 
  3d8+3; hp 21; Int +3; Spd 30; AC 16, touch 13, 
  flat-footed 13; Base Attack/Grapple +3/+4; 
  Attack +4 short sword (1d6+1/19-20) or +7 long 
  bow (1d8+1/x3); Full Attack +4 short sword 
  (1d6+1/19-20) or +5/+5 long bow (1d8+1/x3);; 
  Space/Reach 5ft./5ft.; SQ  --; SA Favored 
  enemy (Hobgoblin); AL NE; SV Fort +4, Ref +6, 
  Will +2; Atb Str 13, Dex 16, Con 12 , Int 12, Wis 
  13, Cha 11 
  Skills and Feats – Heal +7, Hide +8, Jump +6, 
  Knowledge (military tactics) +7, Ride +8, Sense 
  Motive +4, Spot +7, Survival +7; Endurance, 
  Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (long bow) 
  Equipment (carried): studded leather, short 
  sword, long composite bow (Str 12), (40) arrows, 
  5 gp, 10 sp (various realms); 
   
  ATL 7 
  Mercenaries (6) human mixed: Ranger 5: HD 
  5d8+5; hp 33; Int +3; Spd 30; AC 16, touch 13, 
  flat-footed 13; Base Attack/Grapple +5/+7; 
  Attack +7 short sword (1d6+2/19-20) or +9 long 
  bow (1d8+2/x3); Full Attack +7 short sword 
  (1d6+2/19-20) or +7/+7 long bow (1d8+2/x3); 
  Space/Reach 5ft./5ft.; SQ  --; SA Favored 
  enemy (Hobgoblin: +4, Animal: +2); AL NE; SV 
  Fort +5, Ref +7, Will +3; Atb Str 14, Dex 16, Con 
  12 , Int 12, Wis 14, Cha 11 
  Skills and Feats – Handle Animal +8 (+12), Heal 
  +10, Hide +10, Jump +9, Knowledge (military 
  tactics) +9, Ride +12, Sense Motive +6, Survival 
  +10; Endurance, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (long bow) 
  Spells Remaining: 1st – Arrow Mind 
  Equipment (carried): studded leather, short 
  sword, long composite bow (Str 14), (40) arrows, 
  5 gp, 10 sp (various realms); 
   
  ATL 9 
  Mercenaries (8) human mixed: Ranger 5: HD 
  5d8+5; hp 33; Int +3; Spd 30; AC 16, touch 13, 
  flat-footed 13; Base Attack/Grapple +5/+7; 
  Attack +7 short sword (1d6+2/19-20) or +9 long 
  bow (1d8+2/x3); Full Attack +7 short sword 
  (1d6+2/19-20) or +7/+7 long bow (1d8+2/x3); 
  Space/Reach 5ft./5ft.; SQ  --; SA Favored 
  enemy (Hobgoblin:+4, Human: +2); AL NE; SV 
  Fort +5, Ref +7, Will +3; Atb Str 14, Dex 16, Con 
  12 , Int 12, Wis 14, Cha 11 
  Skills and Feats – Handle Animal +8 (+12), Heal 
  +10, Hide +10, Jump +9, Knowledge (military 
  tactics) +9, Ride +12, Sense Motive +6, Survival 
  +10; Endurance, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (long bow) 
  Spells Remaining: 1st – Arrow Mind 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  30
  Equipment (carried): studded leather, short 
  sword, long composite bow (Str 14), (40) arrows, 
  5 gp, 10 sp (various realms); 
   
  Mercenary Wizard human Dejy: Wizard 9: HD 
  9d4; hp 28; Int +3; Spd 30; AC 17, touch 13, flat-
  footed 14; Base Attack / Grapple +4 / +3; Attack 
  +3 quarterstaff (1d6-1); Space/Reach 5 ft./5 ft.; 
  SQ --; SA --; AL LN; SV Fort +5; Reflex +6; Will 
  +8; Atb Str 8, Dex 16, Con 11, Int 18, Wis 14, 
  Cha 6 
  Skills and Feats – Concentration +19, Hide +9, 
  Knowledge (Arcana) +16, Knowledge (History) 
  +16, Knowledge (Local: ) +16, Spellcraft +18, 
  Tumble +9; Antimage, Combat Casting, Enlarge 
  Spell, Great Fortitude, Improved Counterspell, 
  Improved Initiative, Scribe Scroll 
  Spells Remaining: 0 – light, resistance, detect 
  magic, jolt; 1st – Dorama’s Battle Ward, False 
  Strike x2, Magic Missile x2 2nd – Imaginary 
  Chains, Scorn, Spellscatter, Wall of Draining 
  Shadows, 3rd – Lightning Bolt x2, Ochre Cloud 
  x2; 4th – enlarged Wall of Draining Shadows, 
  Sonic Shield, Wall of Souls; 5th – Spell Magnet 
  Equipment: Bracers of Armor +4, quarterstaff 
   
  ATL 11 
  Mercenaries (4) human mixed: Ranger 8: HD 
  8d8+8; hp 51; Int +3; Spd 30; AC 16, touch 13, 
  flat-footed 13; Base Attack/Grapple +8/+10; 
  Attack +10 short sword (1d6+2/19-20) or +12 
  long bow (1d8+2/x3) or +9 long bow* (1d8+3/x3 
  + 1d8+3); Full Attack +10/+5 short sword 
  (1d6+2/19-20) or +12/+7 long bow (1d8+2/x3) or 
  +10/+10/+5 long bow (1d8+2/x3); Space/Reach 
  5ft./5ft.; SQ  Swift Tracker, Woodland Stride; SA 
  Favored enemy (Hobgoblin:+4, Human: +2); AL 
  NE; SV Fort +7, Ref +9, Will +4; Atb Str 14, Dex 
  16, Con 12 , Int 12, Wis 14, Cha 12 
  Skills and Feats – Handle Animal +12 (+16), 
  Heal +13, Hide +13, Jump +12, Knowledge 
  (military tactics) +12, Ride +15, Sense Motive 
  +7, Survival +13; Combat Reflexes, Endurance, 
  Manyshot, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (long bow) 
  Spells Remaining: 1st – Arrow Mind, Resist 
  Energy; 2nd – Bear's Endurance 
  Equipment (carried): studded leather, short 
  sword, , long composite bow (Str 14), (40) 
  arrows, 5 gp, 10 sp (various realms); 
   
  Mercenary Wizards (3) human Dejy: Wizard 9: 
  HD 9d4; hp 28; Int +3; Spd 30; AC 17, touch 13, 
  flat-footed 14; Base Attack / Grapple +4 / +3; 
  Attack +3 quarterstaff (1d6-1); Space/Reach 5 
  ft./5 ft.; SQ --; SA --; AL LN; SV Fort +5; Reflex 
  +6; Will +8; Atb Str 8, Dex 16, Con 11, Int 18, 
  Wis 14, Cha 6 
  Skills and Feats – Concentration +19, Hide +9, 
  Knowledge (Arcana) +16, Knowledge (History) 
  +16, Knowledge (Local: ) +16, Spellcraft +18, 
  Tumble +9; Antimage, Combat Casting, Enlarge 
  Spell, Great Fortitude, Improved Counterspell, 
  Improved Initiative, Scribe Scroll 
  Spells Remaining: 0 – light, resistance, detect 
  magic, jolt; 1st – Dorama’s Battle Ward, False 
  Strike x2, Magic Missile x2 2nd – Imaginary 
  Chains, Scorn, Spellscatter, Wall of Draining 
  Shadows, 3rd – Lightning Bolt x2, Ochre Cloud 
  x2; 4th – enlarged Wall of Draining Shadows, 
  Sonic Shield, Wall of Souls; 5th – Spell Magnet 
  Equipment: Bracers of Armor +4, quarterstaff 
   
  ATL 13 
  Mercenaries (12) human mixed: Ranger 8: HD 
  8d8+5; hp 51; Int +3; Spd 30; AC 16, touch 13, 
  flat-footed 13; Base Attack/Grapple +8/+10; 
  Attack +10 short sword (1d6+2/19-20) or +12 
  long bow (1d8+2/x3) or +9 long bow* (1d8+3/x3 
  + 1d8+3); Full Attack +10/+5 short sword 
  (1d6+2/19-20) or +12/+7 long bow (1d8+2/x3) or 
  +10/+10/+5 long bow (1d8+2/x3); Space/Reach 
  5ft./5ft.; SQ  Swift Tracker, Woodland Stride; SA 
  Favored enemy (Hobgoblin: +4, Human: +2); AL 
  NE; SV Fort +7, Ref +9, Will +4; Atb Str 14, Dex 
  16, Con 12 , Int 12, Wis 14, Cha 12 
  Skills and Feats – Handle Animal +12 (+16), 
  Heal +13, Hide +13, Jump +12, Knowledge 
  (military tactics) +12, Ride +15, Sense Motive 
  +7, Survival +13; Combat Reflexes, Endurance, 
  Manyshot, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (long bow) 
  Spells Remaining: 1st – Arrow Mind, Resist 
  Energy; 2nd – Bear's Endurance 
  Equipment (carried): studded leather, short 
  sword, long composite bow (Str 14), (40) arrows, 
  5 gp, 10 sp (various realms); 
   
  Mercenary Wizards (4) human Dejy: Wizard 9: 
  HD 9d4; hp 28; Int +3; Spd 30; AC 17, touch 13, 
  flat-footed 14; Base Attack / Grapple +4 / +3; 
  Attack +3 quarterstaff (1d6-1); Space/Reach 5 
  ft./5 ft.; SQ --; SA --; AL LN; SV Fort +5; Reflex 
  +6; Will +8; Atb Str 8, Dex 16, Con 11, Int 18, 
  Wis 14, Cha 6 
  Skills and Feats – Concentration +19, Hide +9, 
  Knowledge (Arcana) +16, Knowledge (History) 
  +16, Knowledge (Local: ) +16, Spellcraft +18, 
  Tumble +9; Antimage, Combat Casting, Enlarge 
  Spell, Great Fortitude, Improved Counterspell, 
  Improved Initiative, Scribe Scroll 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  31
  Spells Remaining: 0 – light, resistance, detect 
  magic, jolt; 1st – Dorama’s Battle Ward, False 
  Strike x2, Magic Missile x2 2nd – Imaginary 
  Chains, Scorn, Spellscatter, Wall of Draining 
  Shadows, 3rd – Lightning Bolt x2, Ochre Cloud 
  x2; 4th – enlarged Wall of Draining Shadows, 
  Sonic Shield, Wall of Souls; 5th – Spell Magnet 
  Equipment: Bracers of Armor +4, quarterstaff 
   
  * Manyshot attack already includes bonuses 
  from Point Blank Shot 
   
  ENCOUNTER 
  FIVE 
  – 
  Slaver 
  Camp 
  Slavers 
   
  ATL 1 (1 sentry, 1 sleeping) 
  Slavers (2) human mixed: Fighter/Rogue 1/1: 
  HD 1d10+1+1d6+1; hp 16; Int +3; Spd 30; AC 
  16, 
  touch 
  13, 
  flat-footed 
  13; 
  Base 
  Attack/Grapple +1/+2; Attack +4 short sword 
  (1d6+1/19-20) or +4 thrown tanglefoot bag 
  (special); Full Attack +4 short sword (1d6+1/19-
  20; Space/Reach 5ft./5ft.; SQ  Trapfinding; SA 
  sneak attack +1d6; AL LE; SV Fort +3, Ref +5, 
  Will +3; Atb Str 13, Dex 16, Con 12 , Int 12, Wis 
  13, Cha 11 
  Skills and Feats – Appraise +4, Heal +3, Hide 
  +7, Jump +4,  Sense Motive +5, Use Rope +5; 
  Dodge, Iron Will,Weapon Finesse;  
  Equipment (carried): short sword, studded 
  leather armor, tanglefoot bag, 4 sets of 
  manacles; 15 gp, 8 sp (various realms) 
   
  Slaver Leader Rock Gnome: Brigand 2: HD 
  2d8+4; hp 17;  Init +3;  Spd 20; AC 19 (can be 
  adjusted up to 21), touch 14, flat-footed 16; Base 
  Attack/Grapple +1/+2; Attack +7 rapier +2  
  (1d6+3); Full Attack +7  rapier (1d6+3); 
  Space/Reach 5ft./5ft.; SQ gnome traits; SA 
  sneak attack +1d6, spell-like abilities; AL LE; SV 
  Fort +6, Ref +4, Will +2; Atb Str 13, Dex 17, Con 
  15 , Int 14, Wis 12, Cha 12 
  Skills and Feats –Bluff +10, Hide +7, Intimidate 
  +5,  Listen +2, Move Silently +5, Sense Motive 
  +2, Spot +6, Use Rope +4, Weapon Finesse; 
  Languages: Gnome, Halfling, Orc, Hobgoblin, 
  Merchant Tongue, Kalamaran, Fhokki. 
  Equipment (carried): ring of resistance +1,  
  bracers of armor +5, +2 defending rapier, 4 
  manacles, 8 pieces of rope, 6 – 50 gp emeralds 
   
  ATL 3 (2 sentries, 1 guard, 1 sleeping) 
  Slavers (4) human mixed: Fighter/Rogue 1/1: 
  HD 1d10+1 + 1d6+1; hp 16; Int +3; Spd 30; AC 
  16, 
  touch 
  13, 
  flat-footed 
  13; 
  Base 
  Attack/Grapple +1/-2; Attack +4 short sword 
  (1d6+1/19-20) or +4 thrown tanglefoot bag 
  (special); Full Attack +4 short sword (1d6+1/19-
  20; Space/Reach 5ft./5ft.; SQ  Trapfinding; SA 
  sneak attack +1d6; AL LE; SV Fort +3, Ref +5, 
  Will +3; Atb Str 13, Dex 16, Con 12 , Int 12, Wis 
  13, Cha 11 
  Skills and Feats – Appraise +4, Heal +3, Hide 
  +7, Jump +4, Sense Motive +5, Use Rope +5; 
  Dodge, Iron Will, Weapon Finesse 
  Equipment (carried): short sword, studded 
  leather armor, tanglefoot bag, 4 sets of 
  manacles; 15 gp, 8 sp (various realms) 
   
  Slaver Leader Rock Gnome: Brigand 4: HD 
  4d8+8; hp 31; Init +4;  Spd 20; AC 20 (can be 
  adjusted up to 22), touch 15, flat-footed 16; 
  Base Attack/Grapple +3/+0; Attack +10 rapier +2  
  (1d6+3); Full Attack +10  rapier (1d6+3); 
  Space/Reach 5ft./5ft.; SQ evasion, gnome traits, 
  trap sense (+1); SA sneak attack +1d6, spell-like 
  abilities; AL LE; SV Fort +7, Ref +6, Will +5; Atb 
  Str 13, Dex 18, Con 15 , Int 14, Wis 12, Cha 12 
  Skills and Feats –Bluff +12,  Hide +8, Intimidate 
  +7, Listen +4, Move Silently +6, Sense Motive 
  +4, Spot +6, Use Rope +5, Eyes of Fury (Will 
  DC13), Iron Will, Weapon Finesse; Languages: 
  Gnome, Halfling, Orc, Hobgoblin, Merchant 
  Tongue, Kalamaran, Fhokki. 
  Equipment (carried): ring of resistance +1, 
  bracers of armor +5, +2 defending rapier, 4 
  manacles, 8 pieces of rope, 6 – 50 gp emeralds 
   
  ATL 5 (2 sentries, 1 guard, 1 sleeping) 
  Slavers (4) human mixed: Fighter/Rogue 2/2: 
  HD 2d10+2 + 2d6+2; hp 28; Int +3; Spd 30; AC 
  16, 
  touch 
  13, 
  flat-footed 
  13; 
  Base 
  Attack/Grapple +3/+8; Attack +6 short sword 
  (1d6+1/19-20) or +6 thrown tanglefoot bag 
  (special); Full Attack +6 short sword (1d6+1/19-
  20; 
  Space/Reach 
  5ft./5ft.; 
  SQ 
  evasion, 
  trapfinding; SA sneak attack +1d6; AL LE; SV 
  Fort +4, Ref +6, Will +3; Atb Str 13, Dex 17, Con 
  12, Int 12, Wis 13, Cha 11 
  Skills and Feats – Appraise +4, Heal +3, Hide 
  +7, Intimidate +4, Jump +4, Knowledge (Fighting 
  Styles) +5, Sense Motive +7, Use Rope +9; 
  Dodge, Improved Grapple, Improved Unarmed 
  Strike, Iron Will, Weapon Finesse 
  Equipment (carried): short sword, studded 
  leather armor, tanglefoot bag, 4 sets of 
  manacles; 15 gp, 8 sp (various realms) 
   
  Slaver Leader Rock Gnome: Brigand 6: HD 
  6d8+12; hp 45; Init +4;  Spd 20; AC 20 (can be 
  
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  adjusted up to 22), touch 15, flat-footed 16; 
  Base Attack/Grapple +4/+1; Attack +11 rapier +2  
  (1d6+3); Full Attack +11  rapier (1d6+3); 
  Space/Reach 5ft./5ft.; SQ evasion, gnome traits, 
  trap sense (+1), uncanny dodge; SA sneak 
  attack +2d6, spell-like abilities; AL LE; SV Fort 
  +8, Ref +7, Will +6; Atb Str 13, Dex 18, Con 15 , 
  Int 14, Wis 12, Cha 12 
  Skills and Feats –Bluff +14,  Hide +8, Intimidate 
  +8, Listen +5, Move Silently +6, Sense Motive 
  +5, Spot +9, Use Rope +6,Eyes of Fury (Will 
  DC14), Fearsome Appearance (Will DC14), 
  Improved Unarmed Strike, Iron Will, Weapon 
  Finesse; Languages: Gnome, Halfling, Orc, 
  Hobgoblin, 
  Merchant 
  Tongue, 
  Kalamaran, 
  Fhokki. 
  Equipment (carried): ring of resistance +1, 
  bracers of armor +5, +2 defending rapier, 4 
  manacles, 8 pieces of rope, 6 – 50 gp emeralds 
   
  ATL 7 (2 sentries, 1 sleeping) 
  Slavers (3) human mixed: Fighter/Rogue 5/2: 
  HD 5d10+5 + 2d6+2; hp 49; Int +3; Spd 30; AC 
  16, 
  touch 
  13, 
  flat-footed 
  13; 
  Base 
  Attack/Grapple +6/+11; Attack +9 short sword 
  (1d6+1/19-20) or +10 thrown tanglefoot bag 
  (special); 
  Full 
  Attack 
  +9/+4 
  short 
  sword 
  (1d6+1/19-20); 
  Space/Reach 
  5ft./5ft.; 
  SQ 
  evasion, trapfinding; SA sneak attack +1d6; AL 
  LE; SV Fort +5, Ref +7, Will +4; Atb Str 13, Dex 
  17, Con 12 , Int 12, Wis 13, Cha 11 
  Skills and Feats – Appraise +4, Heal +3, Hide 
  +8, Intimidate +10, Jump +5, Knowledge 
  (Fighting Styles), Sense Motive +7, Use Rope 
  +10; Dodge, Improved Grapple, Improved 
  Unarmed Strike, Iron Will, Mobility, Weapon 
  Focus (grenade-like weapons), Weapon Finesse 
  Equipment (carried): short sword, studded 
  leather armor, tanglefoot bag, 4 sets of 
  manacles; 15 gp, 8 sp (various realms) 
   
  Slaver Leader Rock Gnome: Brigand 7/Dread 
  Slaver 1: HD 8d8+16; hp 59; Init +4;  Spd 20; 
  AC 20 (can be adjusted up to 22), touch 15, flat-
  footed 16; Base Attack/Grapple +5/+6; Attack 
  +12 rapier +2  (1d6+3); Full Attack +12  rapier 
  (1d6+3); Space/Reach 5ft./5ft.; SQ appraise 
  slave, evasion, gnome traits, trap sense (+1), 
  uncanny dodge; SA sneak attack +2d6, spell-like 
  abilities; AL LE; SV Fort +8, Ref +9, Will +6; Atb 
  Str 13, Dex 19, Con 15 , Int 14, Wis 12, Cha 12 
  Skills and Feats –Appraise +2 (+6), Bluff +16,  
  Hide +10, Intimidate +10,  Listen +6, Move 
  Silently +8, Sense Motive +6, Spot +10, Use 
  Rope +8, Eyes of Fury Will DC15), Fearsome 
  Appearance (Will DC15), Improved Unarmed 
  Strike, Iron Will, Pacify (rapier), Weapon 
  Finesse; Languages: Gnome, Halfling, Orc, 
  Hobgoblin, 
  Merchant 
  Tongue, 
  Kalamaran, 
  Fhokki. 
  Equipment (carried): ring of resistance +1,  
  bracers of armor +5, +2 defending rapier, 4 
  manacles, 8 pieces of rope, 6 – 50 gp emeralds 
   
  ATL 9 (2 sentries, 1 guard, 2 sleeping) 
  Slavers 
  (5) 
  human 
  mixed: 
  Fighter/Rogue/Dread 
  Slaver 
  5/2/1: 
  HD 
  5d10+2d6+1d8+8; hp 55; Int +4; Spd 30; AC 17, 
  touch 14, flat-footed 13; Base Attack/Grapple 
  +6/+11; Attack +10 short sword (1d6+1/19-20) 
  or +11 thrown tanglefoot bag (special); Full 
  Attack 
  +10/+5 
  short 
  sword 
  (1d6+1/19-20; 
  Space/Reach 
  5ft./5ft.; 
  SQ 
  appraise 
  slave, 
  evasion, trapfinding; SA sneak attack +1d6; AL 
  LE; SV Fort +5, Ref +10, Will +4; Atb Str 13, 
  Dex 18, Con 12 , Int 12, Wis 13, Cha 11 
  Skills and Feats – Appraise +5 (+9), Heal +3, 
  Hide +9, Intimidate +11, Jump +5, Sense Motive 
  +7, Use Rope (+15); Dodge, Improved Grapple, 
  Improved Unarmed Strike, Iron Will, Mobility, 
  Pacify (short sword), Weapon Focus (Grenade-
  like Weapons) 
  Equipment (carried): short sword, studded 
  leather armor, tanglefoot bag, 4 sets of 
  manacles; 15 gp, 8 sp (various realms) 
   
  Slaver Leader Rock Gnome: Brigand 7/Dread 
  Slaver 1: HD 8d8+16; hp 59; Init +4;  Spd 20; 
  AC 20 (can be adjusted up to 22), touch 15, flat-
  footed 16; Base Attack/Grapple +5/+2; Attack 
  +12 rapier +2  (1d6+3); Full Attack +12  rapier 
  (1d6+3); Space/Reach 5ft./5ft.; SQ appraise 
  slave, evasion, gnome traits, trap sense (+1), 
  uncanny dodge; SA sneak attack +2d6, spell-like 
  abilities; AL LE; SV Fort +8, Ref +9, Will +6; Atb 
  Str 13, Dex 19, Con 15 , Int 14, Wis 12, Cha 12 
  Skills and Feats –Appraise +2 (+6), Bluff +16,  
  Hide +10, Intimidate +10,  Listen +6, Move 
  Silently +8, Sense Motive +6, Spot +10, Use 
  Rope +8, Eyes of Fury Will DC15), Fearsome 
  Appearance (Will DC15), Improved Unarmed 
  Strike, Iron Will, Pacify (rapier), Weapon 
  Finesse; Languages: Gnome, Halfling, Orc, 
  Hobgoblin, 
  Merchant 
  Tongue, 
  Kalamaran, 
  Fhokki. 
  Equipment (carried): ring of resistance +1, 
  bracers of armor +5, +2 defending rapier, 4 
  manacles, 8 pieces of rope, 6 – 50 gp emeralds 
   
  ATL 11 (2 sentries, 1 guard, 2 sleeping, 1 in tent 
  with leader) 
  
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  Living Kingdoms of Kalamar 
  33
  Slavers 
  (6) 
  human 
  mixed: 
  Fighter/Rogue/Dread 
  Slaver 
  5/2/1: 
  HD 
  5d10+2d6+1d8+8; hp 55; Int +4; Spd 30; AC 17, 
  touch 14, flat-footed 13; Base Attack/Grapple 
  +6/+11; Attack +10 short sword (1d6+1/19-20) 
  or +11 thrown tanglefoot bag (special); Full 
  Attack 
  +10/+5 
  short 
  sword 
  (1d6+1/19-20; 
  Space/Reach 
  5ft./5ft.; 
  SQ 
  appraise 
  slave, 
  evasion, trapfinding; SA sneak attack +1d6; AL 
  LE; SV Fort +5, Ref +10, Will +4; Atb Str 13, 
  Dex 18, Con 12 , Int 12, Wis 13, Cha 11 
  Skills and Feats – Appraise +5 (+9), Heal +3, 
  Hide +9, Intimidate +11, Jump +5, Sense Motive 
  +7, Use Rope +15; Dodge, Improved Grapple, 
  Improved Unarmed Strike, Iron Will, Mobility, 
  Pacify (short sword), Weapon Focus (Grenade-
  like Weapons) 
  Equipment (carried): short sword, studded 
  leather armor, tanglefoot bag, 4 sets of 
  manacles; 15 gp, 8 sp (various realms) 
   
  Slaver Leader human Kalamaran: Brigand 7 / 
  Dread Slaver 3: HD 10d8+20; hp 73; Init +4;  
  Spd 30; AC 19 (can be adjusted up to 21), touch 
  14, flat-footed 15; Base Attack/Grapple +7/+12; 
  Attack +13 rapier +2  (1d6+3); Full Attack 
  +13/+8  rapier (1d6+3); Space/Reach 5ft./5ft.; 
  SQ appraise slave, evasion, trap sense (+1), 
  uncanny dodge; SA sneak attack +2d6, capture 
  (opposed grapple check); AL LE; SV Fort +9, 
  Ref +10, Will +7; Atb Str 13, Dex 19, Con 15 , Int 
  14, Wis 12, Cha 12 
  Skills and Feats –Appraise +4 (+8), Bluff +18,  
  Hide +10, Intimidate +12,  Listen +7, Move 
  Silently +8, Sense Motive +7, Spot +11, Use 
  Rope +14, Eyes of Fury (Will DC16), Fearsome 
  Appearance 
  (Will 
  DC16), 
  Improved 
  Feint, 
  Improved Grapple, Improved Unarmed Strike, 
  Iron Will, Pacify (rapier), Weapon Finesse; 
  Languages: Gnome, Halfling, Orc, Hobgoblin, 
  Merchant Tongue, Kalamaran, Fhokki. 
  Equipment (carried): ring of resistance +1, 
  bracers of armor +5, +2 defending rapier, 4 
  manacles, 8 pieces of rope, 6 – 50 gp emeralds 
   
  Mercenary Wizard (3) human Kalamaran: 
  Wizard 9: HD 9d4; hp 28; Int +3; Spd 30; AC 17, 
  touch 13, flat-footed 14; Base Attack / Grapple 
  +4 / +3; Attack +3 quarterstaff (1d6-1); 
  Space/Reach 5 ft./5 ft.; SQ --; SA --; AL LN; SV 
  Fort +5; Reflex +6; Will +8; Atb Str 8, Dex 16, 
  Con 11, Int 18, Wis 14, Cha 6 
  Skills and Feats – Concentration +19, Hide +9, 
  Knowledge (Arcana) +16, Knowledge (History) 
  +16, Knowledge (Local: ) +16, Spellcraft +18, 
  Tumble +9; Antimage, Combat Casting, Enlarge 
  Spell, Great Fortitude, Improved Counterspell, 
  Improved Initiative, Scribe Scroll 
  Spells Remaining: 0 – light, resistance, detect 
  magic, jolt; 1st – Dorama’s Battle Ward, False 
  Strike x2, Magic Missile x2 2nd – Imaginary 
  Chains, Scorn, Spellscatter, Wall of Draining 
  Shadows, 3rd – Lightning Bolt x2, Ochre Cloud 
  x2; 4th – enlarged Wall of Draining Shadows, 
  Sonic Shield, Wall of Souls; 5th – Spell Magnet 
  Equipment: Bracers of Armor +4, quarterstaff 
   
  ATL 13 (2 sentries, 2 guard, 4 sleeping, 4 in tent 
  with leader) 
  Slavers 
  (12) 
  human 
  mixed: 
  Fighter/Rogue/Dread 
  Slaver 
  5/2/1: 
  HD 
  5d10+2d6+1d8+8; hp 55; Int +4; Spd 30; AC 17, 
  touch 14, flat-footed 13; Base Attack/Grapple 
  +6/+11; Attack +10 short sword (1d6+1/19-20) 
  or +11 thrown tanglefoot bag (special); Full 
  Attack 
  +10/+5 
  short 
  sword 
  (1d6+1/19-20; 
  Space/Reach 
  5ft./5ft.; 
  SQ 
  appraise 
  slave, 
  evasion, trapfinding; SA sneak attack +1d6; AL 
  LE; SV Fort +5, Ref +10, Will +4; Atb Str 13, 
  Dex 18, Con 12 , Int 12, Wis 13, Cha 11 
  Skills and Feats – Appraise +5 (+9), Heal +3, 
  Hide +9, Intimidate +11, Jump +5, Sense Motive 
  +7, Use Rope +15; Dodge, Improved Grapple, 
  Improved Unarmed Strike, Iron Will, Mobility, 
  Pacify (short sword), Weapon Focus (Grenade-
  like Weapons) 
  Equipment (carried): short sword, studded 
  leather armor, tanglefoot bag, 4 sets of 
  manacles; 15 gp, 8 sp (various realms) 
   
  Slaver Leader human Kalamaran: Brigand 7 / 
  Dread Slaver 6: HD 13d8+26; hp 94; Init +5;  
  Spd 30; AC 20 (can be adjusted up to 22), touch 
  15, flat-footed 15; Base Attack/Grapple +9/+14; 
  Attack +16 rapier +2  (1d6+3); Full Attack 
  +16/+11  rapier (1d6+3); Space/Reach 5ft./5ft.; 
  SQ appraise slave, evasion, trap sense (+1), 
  uncanny dodge; SA sneak attack +2d6, capture 
  (opposed grapple check), Crush Morale DC 14 
  Will save per strike or opponent suffer 
  cumulative -1 morale penalty to attacks and 
  damage; AL LE; SV Fort +10, Ref +12, Will +8; 
  Atb Str 13, Dex 20, Con 15 , Int 14, Wis 12, Cha 
  12 
  Skills and Feats –Appraise +10 (+14), Bluff +20,  
  Hide +11, Intimidate +14,  Listen +9, Move 
  Silently +9, Sense Motive +9, Spot +12, Use 
  Rope +17, Eyes of Fury (Will DC17), Fearsome 
  Appearance 
  (Will 
  DC17), 
  Improved 
  Feint, 
  Improved Grapple, Improved Unarmed Strike, 
  Iron Will, Pacify (rapier), Weapon Finesse; 
  
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  Living Kingdoms of Kalamar 
  34
  Languages: Gnome, Halfling, Orc, Hobgoblin, 
  Merchant Tongue, Kalamaran, Fhokki. 
  Equipment (carried): ring of resistance +1, 
  bracers of armor +5, +2 defending rapier, 4 
  manacles, 8 pieces of rope, 6 – 50 gp emeralds 
   
  Mercenary Wizard (4) human Kalamaran: 
  Wizard 9: HD 9d4; hp 28; Int +3; Spd 30; AC 17, 
  touch 13, flat-footed 14; Base Attack / Grapple 
  +4 / +3; Attack +3 quarterstaff (1d6-1); 
  Space/Reach 5 ft./5 ft.; SQ --; SA --; AL LN; SV 
  Fort +5; Reflex +6; Will +8; Atb Str 8, Dex 16, 
  Con 11, Int 18, Wis 14, Cha 6 
  Skills and Feats – Concentration +19, Hide +9, 
  Knowledge (Arcana) +16, Knowledge (History) 
  +16, Knowledge (Local: ) +16, Spellcraft +18, 
  Tumble +9; Antimage, Combat Casting, Enlarge 
  Spell, Great Fortitude, Improved Counterspell, 
  Improved Initiative, Scribe Scroll 
  Spells Remaining: 0 – light, resistance, detect 
  magic, jolt; 1st – Dorama’s Battle Ward, False 
  Strike x2, Magic Missile x2 2nd – Imaginary 
  Chains, Scorn, Spellscatter, Wall of Draining 
  Shadows, 3rd – Lightning Bolt x2, Ochre Cloud 
  x2; 4th – enlarged Wall of Draining Shadows, 
  Sonic Shield, Wall of Souls; 5th – Spell Magnet 
  Equipment: Bracers of Armor +4, quarterstaff 
   
  ENCOUNTER SIX – LEADER’S 
  GROUP 
  Slavers 
   
  ATL 1  
  Elite Guards Slavers (1) human mixed: 
  Fighter 2: HD 2d10+6; hp 22; Int +5; Spd 20; AC 
  19 (shrike, shield), touch 10, flat-footed 19; Base 
  Attack/Grapple +2/+5; Attack +7 masterwork 
  long sword (1d8+3/19-20); Full Attack +7 
  masterwork 
  long 
  sword 
  (1d8+3/19-20); 
  Space/Reach 5ft./5ft.; SQ  --; SA --; AL LE; SV 
  Fort +6, Ref +1, Will +0; Atb Str 17, Dex 12, Con 
  16 , Int 8, Wis 10, Cha 10 
  Skills and Feats – Sense Motive +2; Endurance, 
  Improved Initiative, Power Attack, Weapon 
  Focus (long sword) 
  Equipment (carried): masterwork long sword, 
  masterwork shrike armor, heavy steel shield, 45 
  gp (various realms) 
   
  Slaver 
  Leader 
  female 
  Dark 
  Elf: 
  Cleric 
  (Flaymaster) 5: HD 5d8; hp 28; Int +1; Spd 20; 
  AC 20 (shrike, shield), touch 11, flat-footed 19; 
  Base Attack/Grapple +3/+5; Attack +7 barbed 
  whip of rot +2 (1d8+4 plus rot); Full Attack +7 
  barbed whip of rot +2 (1d8+4 plus rot); 
  Space/Reach 5 ft./5 ft.; SQ darkvision, DR 
  5/magic, immunity to sleep, +2 racial bonus to 
  Will saves against spells or spell-like abilities, +2 
  racial saving throw bonus against enchantment 
  spells or effects, Light sensitivity: -1 penalty to 
  all skill checks, attack rolls and saving throws, 
  gaseous form 3/d, SR 5/cold; SA rot (Fort DC14 
  or take 1 pt. Constitution and 1 pt. Charisma 
  damage. Immunity to critical hits negates.),; AL 
  LE; SV Fort +6; Ref +4; Will +11; Atb Str 14, Dex 
  12, Con 11, Int 12, Wis 21, Cha 16 
  Skills and Feats – Sense Motive +6, Spot +6, 
  Knowledge (Religion) +8, Concentration +7 
  (+11), Profession (Torturer) +9; Combat Casting, 
  Extend Spell; Languages: Drow, Undercommon, 
  Merchant's Tongue, Kalamaran 
  Equipment (carried): barbed whip +2 of rot, 
  vampiric shrike armor +1, heavy steel shield, 
  gems of resistance +2 (These gems are 6 in 
  number and are pierced through her skin.  All six 
  are needed to provide the enchantment, 
  however if three are in placed the resistance is 
  +1) 
  Spells remaining: Domain: Cold & Chill:  DC 15 
  + spell level:  0 – cure minor wounds (x2), detect 
  magic (x2), read magic; 1st – chill touch*, cure 
  light wounds, protection from good; 2nd – cure 
  moderate wounds, death knell, hold person, icy 
  hands*; 3rd – dispel magic, sleet storm* 
   
  ATL 3  
  Elite Guards Slavers (1) human mixed: 
  Fighter 3: HD 3d10+9; hp 31; Int +5; Spd 20; AC 
  19 (shrike, shield), touch 10, flat-footed 19; Base 
  Attack/Grapple +3/+6; Attack +8 masterwork 
  long sword (1d8+3/19-20); Full Attack +8 
  masterwork 
  long 
  sword 
  (1d8+3/19-20); 
  Space/Reach 5ft./5ft.; SQ  --; SA --; AL LE; SV 
  Fort +6, Ref +2, Will +1; Atb Str 17, Dex 12, Con 
  16 , Int 8, Wis 10, Cha 10 
  Skills and Feats – Sense Motive +3; Diehard, 
  Endurance, Improved Initiative, Power Attack, 
  Weapon Focus (long sword) 
  Equipment (carried): masterwork long sword, 
  masterwork shrike armor, heavy steel shield, 45 
  gp (various realms) 
   
  Slaver 
  Leader 
  female 
  Dark 
  Elf: 
  Cleric 
  (Flaymaster) 5: HD 5d8; hp 28; Int +1; Spd 20; 
  AC 20 (shrike, shield), touch 11, flat-footed 19; 
  Base Attack/Grapple +3/+5; Attack +7 barbed 
  whip of rot +2 (1d8+4 plus rot); Full Attack +7 
  barbed whip of rot +2 (1d8+4 plus rot); 
  Space/Reach 5 ft./5 ft.; SQ darkvision, DR 
  5/magic, immunity to sleep, +2 racial bonus to 
  Will saves against spells or spell-like abilities, +2 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  35
  racial saving throw bonus against enchantment 
  spells or effects, Light sensitivity: -1 penalty to 
  all skill checks, attack rolls and saving throws, 
  gaseous form 3/d, SR 5/cold; SA rot (Fort DC14 
  or take 1 pt. Constitution and 1 pt. Charisma 
  damage. Immunity to critical hits negates.),; AL 
  LE; SV Fort +6; Ref +4; Will +11; Atb Str 14, Dex 
  12, Con 11, Int 12, Wis 21, Cha 16 
  Skills and Feats – Sense Motive +6, Spot +6, 
  Knowledge (Religion) +8, Concentration +7 
  (+11), Profession (Torturer) +9; Combat Casting, 
  Extend Spell; Languages: Drow, Undercommon, 
  Merchant's Tongue, Kalamaran 
  Equipment (carried): barbed whip +2 of rot, 
  vampiric shrike armor +1, heavy steel shield, 
  gems of resistance +2 (These gems are 6 in 
  number and are pierced through her skin.  All six 
  are needed to provide the enchantment, 
  however if three are in placed the resistance is 
  +1) 
  Spells remaining: Domain: Cold & Chill:  DC 15 
  + spell level:  0 – cure minor wounds (x2), detect 
  magic (x2), read magic; 1st – chill touch*, cure 
  light wounds, protection from good; 2nd – cure 
  moderate wounds, death knell, hold person, icy 
  hands*; 3rd – dispel magic, sleet storm* 
   
  ATL 5  
  Elite Guards Slavers (2) human mixed: 
  Fighter 3: HD 3d10+9; hp 31; Int +5; Spd 20; AC 
  19 (shrike, shield), touch 10, flat-footed 19; Base 
  Attack/Grapple +3/+6; Attack +8 masterwork 
  long sword (1d8+3/19-20); Full Attack +8 
  masterwork 
  long 
  sword 
  (1d8+3/19-20); 
  Space/Reach 5ft./5ft.; SQ  --; SA --; AL LE; SV 
  Fort +6, Ref +2, Will +1; Atb Str 17, Dex 12, Con 
  16 , Int 8, Wis 10, Cha 10 
  Skills and Feats – Sense Motive +3; Diehard, 
  Endurance, Improved Initiative, Power Attack, 
  Weapon Focus (long sword) 
  Equipment (carried): masterwork long sword, 
  masterwork shrike armor, heavy steel shield, 45 
  gp (various realms) 
   
  Slaver 
  Leader 
  female 
  Dark 
  Elf: 
  Cleric 
  (Flaymaster) 7: HD 7d8; hp 38; Int +1; Spd 20; 
  AC 20 (shrike, shield), touch 11, flat-footed 19; 
  Base Attack / Grapple +5 / +7; Attack +9 barbed 
  whip of rot +2 (1d8+4 plus rot); Full Attack +9 
  barbed whip of rot +2 (1d8+4 plus rot); 
  Space/Reach 5 ft./5 ft.; SQ darkvision, DR 
  5/magic, immunity to sleep, +2 racial bonus to 
  Will saves against spells or spell-like abilities, +2 
  racial saving throw bonus against enchantment 
  spells or effects, Light sensitivity: -1 penalty to 
  all skill checks, attack rolls and saving throws, 
  gaseous form 3/d, SR 5/cold; SA Kiss of the 
  Lash  (60' cone - fort save DC11 or suffer 7d4 
  non-lethal damage), rot (Fort DC14 or take 1 pt. 
  Constitution and 1 pt. Charisma damage. 
  Immunity to critical hits negates.); AL LE; SV 
  Fort +7; Ref +5; Will +12; Atb Str 14, Dex 12, 
  Con 11, Int 12, Wis 21, Cha 16 
  Skills and Feats – Sense Motive +6, Spot +6, 
  Knowledge (Religion) +10, Concentration +9 
  (+13), 
  Profession 
  (Torturer) 
  +11; 
  Combat 
  Casting, Divine Channelling (Kiss of the Lash), 
  Extend Spell; Languages: Drow, Undercommon, 
  Merchant's Tongue, Kalamaran 
  Equipment (carried): barbed whip +2 of rot, 
  vampiric shrike armor +1, heavy steel shield, 
  gems of resistance +2 (These gems are 6 in 
  number and are pierced through her skin.  All six 
  are needed to provide the enchantment, 
  however if three are in placed the resistance is 
  +1) 
  Spells remaining: Domain: Cold & Chill:  DC 15 
  + spell level:  0 – cure minor wounds (x2), detect 
  magic (x2), read magic; 1st – chill touch*, cure 
  light wounds, protection from good; 2nd – cure 
  moderate wounds, death knell, hold person, icy 
  hands*; 3rd – dispel magic, sleet storm*, 
  summon monster III; 4th – divine power, ice 
  storm* 
   
  ATL 7  
  Elite Guards Slavers (3) human mixed: 
  Fighter 4; HD 4d10+12; hp 40; Int +5; Spd 20; 
  AC 19 (shrike, shield), touch 10, flat-footed 19; 
  Base 
  Attack/Grapple 
  +4/+8; 
  Attack 
  +10 
  masterwork long sword (1d8+6/19-20); Full 
  Attack +10 masterwork long sword (1d8+6/19-
  20); Space/Reach 5ft./5ft.; SQ  --; SA --; AL LE; 
  SV Fort +7, Ref +2, Will +1; Atb Str 18, Dex 12, 
  Con 16 , Int 8, Wis 10, Cha 10 
  Skills and Feats – Sense Motive +3; Diehard, 
  Endurance, Improved Initiative, Power Attack, 
  Weapon 
  Focus 
  (long 
  sword), 
  Weapon 
  Specialization (long sword) 
  Equipment (carried): masterwork long sword, 
  masterwork shrike armor, heavy steel shield, 45 
  gp (various realms) 
   
  Slaver 
  Leader 
  female 
  Dark 
  Elf: 
  Cleric 
  (Flaymaster) 9: HD 9d8; hp 48; Int +1; Spd 20; 
  AC 20 (shrike, shield), touch 11, flat-footed 19; 
  Base Attack / Grapple +6 / +8; Attack +10 
  barbed whip of rot +2 (1d8+4 plus rot); Full 
  Attack +10/+5 barbed whip of rot +2 (1d8+4 plus 
  rot); Space/Reach 5 ft./5 ft.; SQ darkvision, DR 
  5/magic, immunity to sleep, +2 racial bonus to 
  Will saves against spells or spell-like abilities, +2 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  36
  racial saving throw bonus against enchantment 
  spells or effects, Light sensitivity: -1 penalty to 
  all skill checks, attack rolls and saving throws, 
  gaseous form 3/d, SR 5/cold; SA Kiss of the 
  Lash (60' cone - fort save DC11 or suffer 9d4 
  non-lethal damage), rot (Fort DC14 or take 1 pt. 
  Constitution and 1 pt. Charisma damage. 
  Immunity to critical hits negates.); AL LE; SV 
  Fort +8; Ref +6; Will +14; Atb Str 14, Dex 12, 
  Con 11, Int 12, Wis 22, Cha 16 
  Skills and Feats – Sense Motive +7, Spot +9, 
  Knowledge (Religion) +12, Concentration +11 
  (+15), 
  Profession 
  (Torturer) 
  +12; 
  Combat 
  Casting, Divine Channelling (Kiss of the Lash), 
  Extend Spell, Energy Adept (Cold - +2 DC to 
  cold spells); Languages: Drow, Undercommon, 
  Merchant's Tongue, Kalamaran 
  Equipment (carried): barbed whip +2 of rot, 
  vampiric shrike armor +1, heavy steel shield, 
  gems of resistance +2 (These gems are 6 in 
  number and are pierced through her skin.  All six 
  are needed to provide the enchantment, 
  however if three are in placed the resistance is 
  +1) 
  Spells remaining: Domain: Cold & Chill:  DC 16 
  + spell level (+2 for cold spells):  0 – cure minor 
  wounds (x2), detect magic (x2), read magic; 1st 
  – chill touch*, cure light wounds, protection from 
  good; 2nd – cure moderate wounds, death knell, 
  hold person (x2), icy hands*; 3rd – inflict serious 
  wounds, dispel magic, sleet storm*, summon 
  monster III; 4th – inflict critical wounds, divine 
  power, ice storm*; 5th – cone of cold*, dispel 
  good, divine power (extended) 
   
  ATL 9  
  Elite Guards Slavers (4) human mixed: 
  Fighter 5; HD 5d10+15; hp 49; Int +5; Spd 20; 
  AC 19 (shrike, shield), touch 10, flat-footed 19; 
  Base 
  Attack/Grapple 
  +5/+9; 
  Attack 
  +11 
  masterwork long sword (1d8+6/19-20); Full 
  Attack +11 masterwork long sword (1d8+6/19-
  20); Space/Reach 5ft./5ft.; SQ  --; SA --; AL LE; 
  SV Fort +7, Ref +2, Will +1; Atb Str 18, Dex 12, 
  Con 16 , Int 8, Wis 10, Cha 10 
  Skills and Feats – Sense Motive +4; Diehard, 
  Endurance, Improved Initiative, Power Attack, 
  Weapon 
  Focus 
  (long 
  sword), 
  Weapon 
  Specialization (long sword) 
  Equipment (carried): masterwork longsword, 
  masterwork shrike armor, heavy steel shield, 45 
  gp (various realms) 
  Active Spells:  will of the revenant – Cast by a 
  11th level caster. 
   
  Slaver 
  Leader 
  female 
  Dark 
  Elf: 
  Cleric 
  (Flaymaster) 11: HD 11d8; hp 58; Int +1; Spd 
  20; AC 20 (shrike, shield), touch 11, flat-footed 
  19; Base Attack / Grapple +8 / +10; Attack +12 
  barbed whip of rot +2 (1d8+4 plus rot); Full 
  Attack +12/+7 barbed whip of rot +2 (1d8+4 plus 
  rot); Space/Reach 5 ft./5 ft.; SQ darkvision, DR 
  5/magic, immunity to sleep, +2 racial bonus to 
  Will saves against spells or spell-like abilities, +2 
  racial saving throw bonus against enchantment 
  spells or effects, Light sensitivity: -1 penalty to 
  all skill checks, attack rolls and saving throws, 
  gaseous form 3/d, SR 5/cold; SA Kiss of the 
  Lash (60' cone - fort save DC11 or suffer 11d4 
  non-lethal damage), rot (Fort DC14 or take 1 pt. 
  Constitution and 1 pt. Charisma damage. 
  Immunity to critical hits negates.); AL LE; SV 
  Fort +9; Ref +6; Will +15; Atb Str 14, Dex 12, 
  Con 11, Int 12, Wis 22, Cha 16 
  Skills and Feats – Sense Motive +8, Spot +10, 
  Knowledge (Religion) +12, Concentration +13 
  (+17), 
  Profession 
  (Torturer) 
  +12; 
  Combat 
  Casting, Divine Channelling (Kiss of the Lash), 
  Extend Spell, Energy Adept (Cold - +2 DC to 
  cold spells); Languages: Drow, Undercommon, 
  Merchant's Tongue, Kalamaran 
  Equipment (carried): barbed whip +2 of rot, 
  vampiric shrike armor +1, heavy steel shield, 
  gems of resistance +2 (These gems are 6 in 
  number and are pierced through her skin.  All six 
  are needed to provide the enchantment, 
  however if three are in placed the resistance is 
  +1) 
  Spells remaining: Domain: Cold & Chill:  DC 16 
  + spell level (+2 for cold spells):  0 – cure minor 
  wounds (x2), detect magic (x2), read magic; 1st 
  – chill touch*, cure light wounds, protection from 
  good; 2nd – cure moderate wounds, death knell, 
  hold person (x2), icy hands*; 3rd – inflict serious 
  wounds x2, dispel magic, sleet storm*, summon 
  monster III; 4th – inflict critical wounds x2, divine 
  power, ice storm*; 5th – cone of cold*, dispel 
  good, divine power (extended); 6th – planar ally 
  (ice elemental only), heal; 
   
   
  ATL 11  
  Elite Guards Slavers (4) human mixed: 
  Fighter 7; HD 7d10+21; hp 67;  Int +5; Spd 20; 
  AC 19 (shrike, shield), touch 10, flat-footed 19; 
  Base 
  Attack/Grapple 
  +7/+11; 
  Attack 
  +13 
  masterwork long sword (1d8+6/19-20); Full 
  Attack 
  +13/+8 
  masterwork 
  long 
  sword 
  (1d8+6/19-20); Space/Reach 5ft./5ft.; SQ  --; SA 
  --; AL LE; SV Fort +8, Ref +3, Will +2; Atb Str 
  18, Dex 12, Con 16 , Int 8, Wis 10, Cha 10 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  37
  Skills and Feats – Sense Motive +5; Die Hard, 
  Endurance, Final Breath, Improved Initiative, 
  Knock Prone, Weapon Focus (long sword), 
  Weapon Specialization (long sword) 
  Equipment (carried): masterwork long sword, 
  masterwork shrike armor, heavy steel shield, 45 
  gp (various realms) 
  Active Spells:  will of the revenant – Cast by 
  a 13th level caster. 
   
  Slaver 
  Leader 
  female 
  Dark 
  Elf: 
  Cleric 
  (Flaymaster) 13: HD 13d8+13; hp 81; Int +1; 
  Spd 20; AC 20 (shrike, shield), touch 11, flat-
  footed 19; Base Attack / Grapple +9 / +11; 
  Attack +13 barbed whip of rot +2 (1d8+4 plus 
  rot); Full Attack +13/+8 barbed whip of rot +2 
  (1d8+4 plus rot); Space/Reach 5 ft./5 ft.; SQ 
  darkvision, DR 5/magic, immunity to sleep, +2 
  racial bonus to Will saves against spells or spell-
  like abilities, +2 racial saving throw bonus 
  against enchantment spells or effects, Light 
  sensitivity: -1 penalty to all skill checks, attack 
  rolls and saving throws, gaseous form 3/d, SR 
  5/cold; SA Kiss of the Lash (60' cone - fort save 
  DC 11 or suffer 13d4 non-lethal damage), rot 
  (Fort DC14 or take 1 pt. Constitution and 1 pt. 
  Charisma damage. Immunity to critical hits 
  negates.); AL LE; SV Fort +11; Ref +7; Will +16; 
  Atb Str 14, Dex 12, Con 12, Int 12, Wis 22, Cha 
  16 
  Skills and Feats – Sense Motive +10, Spot +10, 
  Knowledge (Religion) +12, Concentration +16 
  (+20), 
  Profession 
  (Torturer) 
  +12; 
  Combat 
  Casting, Divine Channelling (Kiss of the Lash), 
  Extend Spell, Energy Adept (Cold - +2 DC to 
  cold spells), Empower Spell; Languages: Drow, 
  Undercommon, Merchant's Tongue, Kalamaran 
  Equipment (carried): barbed whip +2 of rot, 
  vampiric shrike armor +1, heavy steel shield, 
  gems of resistance +2 (These gems are 6 in 
  number and are pierced through her skin.  All six 
  are needed to provide the enchantment, 
  however if three are in placed the resistance is 
  +1) 
  Spells remaining: Domain: Cold & Chill:  DC 16 
  + spell level (+2 for cold spells):  0 – cure minor 
  wounds (x2), detect magic (x2), read magic; 1st 
  – chill touch*, cure light wounds, protection from 
  good; 2nd – cure moderate wounds, death knell, 
  hold person (x2), icy hands*; 3rd – inflict serious 
  wounds x2, dispel magic, sleet storm*, summon 
  monster III; 4th – inflict critical wounds x2, divine 
  power, ice storm*; 5th – cone of cold*, dispel 
  good, divine power (Extended); 6th – planar ally 
  (ice elemental only), heal, poison (Empowered); 
  7th – blasphemy, flame strike (Empowered), 
  freeze 
   
  Mercenary Wizard (2) human Kalamaran: 
  Wizard 9: HD 9d4; hp 28; Int +3; Spd 30; AC 17, 
  touch 13, flat-footed 14; Base Attack / Grapple 
  +4 / +3; Attack +3 quarterstaff (1d6-1); 
  Space/Reach 5 ft./5 ft.; SQ --; SA --; AL LN; SV 
  Fort +5; Reflex +6; Will +8; Atb Str 8, Dex 16, 
  Con 11, Int 18, Wis 14, Cha 6 
  Skills and Feats – Concentration +19, Hide +9, 
  Knowledge (Arcana) +16, Knowledge (History) 
  +16, Knowledge (Local: ) +16, Spellcraft +18, 
  Tumble +9; Antimage, Combat Casting, Enlarge 
  Spell, Great Fortitude, Improved Counterspell, 
  Improved Initiative, Scribe Scroll 
  Spells Remaining: 0 – light, resistance, detect 
  magic, jolt; 1st – Dorama’s Battle Ward, False 
  Strike x2, Magic Missile x2 2nd – Imaginary 
  Chains, Scorn, Spellscatter, Wall of Draining 
  Shadows, 3rd – Lightning Bolt x2, Ochre Cloud 
  x2; 4th – enlarged Wall of Draining Shadows, 
  Sonic Shield, Wall of Souls; 5th – Spell Magnet 
  Equipment: Bracers of Armor +4, quarterstaff 
   
  ATL 13  
  Elite Guards Slavers (6) human mixed: 
  Fighter 7; HD 7d10+21; hp 67;  Int +5; Spd 20; 
  AC 19 (shrike, shield), touch 10, flat-footed 19; 
  Base 
  Attack/Grapple 
  +7/+11; 
  Attack 
  +13 
  masterwork long sword (1d8+6/19-20); Full 
  Attack 
  +13/+8 
  masterwork 
  long 
  sword 
  (1d8+6/19-20); Space/Reach 5ft./5ft.; SQ  --; SA 
  --; AL LE; SV Fort +8, Ref +3, Will +2; Atb Str 
  18, Dex 12, Con 16 , Int 8, Wis 10, Cha 10 
  Skills and Feats – Sense Motive +5; Diehard, 
  Endurance, Final Breath, Improved Initiative, 
  Knock Prone, Weapon Focus (long sword), 
  Weapon Specialization (long sword) 
  Equipment (carried): masterwork long sword, 
  masterwork shrike armor, heavy steel shield, 45 
  gp (various realms) 
  Active Spells:  will of the revenant – Cast by a 
  15th level caster. 
   
  Slaver 
  Leader 
  female 
  Dark 
  Elf: 
  Cleric 
  (Flaymaster) 15: HD 15d8+15; hp 94; Int +1; 
  Spd 20; AC 20 (shrike, shield), touch 11, flat-
  footed 19; Base Attack / Grapple +11 / +13; 
  Attack +15 barbed whip of rot +2 (1d8+4 plus 
  rot); Full Attack +15/+10/+5 barbed whip of rot 
  +2 (1d8+4 plus rot); Space/Reach 5 ft./5 ft.; SQ 
  darkvision, DR 5/magic, immunity to sleep, +2 
  racial bonus to Will saves against spells or spell-
  like abilities, +2 racial saving throw bonus 
  against enchantment spells or effects, Light 
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  38
  sensitivity: -1 penalty to all skill checks, attack 
  rolls and saving throws, gaseous form 3/d, SR 
  5/cold; SA Kiss of the Lash (60' cone - fort save 
  DC 11 or suffer 15d4 non-lethal damage), rot 
  (Fort DC14 or take 1 pt. Constitution and 1 pt. 
  Charisma damage. Immunity to critical hits 
  negates.); AL LE; SV Fort +12; Ref +8; Will +17; 
  Atb Str 14, Dex 12, Con 12, Int 12, Wis 22, Cha 
  16 
  Skills and Feats – Sense Motive +11, Spot +11, 
  Knowledge (Religion) +12, Concentration +18 
  (+22), 
  Profession 
  (Torturer) 
  +12; 
  Combat 
  Casting, Divine Channeling (Kiss of the Lash), 
  Empower Spell, Extend Spell, Energy Adept 
  (Cold - +2 DC to cold spells), Spell Focus (Cold); 
  Languages: Drow, Undercommon, Merchant's 
  Tongue, Kalamaran 
  Equipment (carried): barbed whip +2 of rot, 
  vampiric shrike armor +1, heavy steel shield, 
  gems of resistance +2 (These gems are 6 in 
  number and are pierced through her skin.  All six 
  are needed to provide the enchantment, 
  however if three are in placed the resistance is 
  +1) 
  Spells remaining: Domain: Cold & Chill:  DC 16 
  + spell level (+2 for cold spells):  0 – cure minor 
  wounds (x2), detect magic (x2), read magic; 1st 
  – chill touch*, cure light wounds, protection from 
  good; 2nd – cure moderate wounds, death knell, 
  hold person (x2), icy hands*; 3rd – inflict serious 
  wounds x2, dispel magic, sleet storm*, summon 
  monster III; 4th – cure critical wounds, divine 
  power, ice storm* x2, inflict critical wounds x2; 
  5th – cone of cold*, dispel good, divine power 
  (Extended); 6th – planar ally* (ice elemental 
  only), 
  heal, 
  poison 
  (Empowered); 
  7th 
  – 
  blasphemy, flame strike (Empowered), freeze*; 
  8th – numbing cloud*, freeze, mass inflict critical 
  wounds 
   
   
  Mercenary Wizard (6) human Kalamaran: 
  Wizard 9: HD 9d4; hp 28; Int +3; Spd 30; AC 17, 
  touch 13, flat-footed 14; Base Attack / Grapple 
  +4 / +3; Attack +3 quarterstaff (1d6-1); 
  Space/Reach 5 ft./5 ft.; SQ --; SA --; AL LN; SV 
  Fort +5; Reflex +6; Will +8; Atb Str 8, Dex 16, 
  Con 11, Int 18, Wis 14, Cha 6 
  Skills and Feats – Concentration +19, Hide +9, 
  Knowledge (Arcana) +16, Knowledge (History) 
  +16, Knowledge (Local: ) +16, Spellcraft +18, 
  Tumble +9; Antimage, Combat Casting, Enlarge 
  Spell, Great Fortitude, Improved Counterspell, 
  Improved Initiative, Scribe Scroll 
  Spells Remaining: 0 – light, resistance, detect 
  magic, jolt; 1st – Dorama’s Battle Ward, False 
  Strike x2, Magic Missile x2 2nd – Imaginary 
  Chains, Scorn, Spellscatter, Wall of Draining 
  Shadows, 3rd – Lightning Bolt x2, Ochre Cloud 
  x2; 4th – enlarged Wall of Draining Shadows, 
  Sonic Shield, Wall of Souls; 5th – Spell Magnet 
  Equipment: Bracers of Armor +4, quarterstaff
   
   
   
   
  
  LKOK 59 – C is for Civilization 
  Living Kingdoms of Kalamar 
  39
  Appendix III: Maps  Slaver Camp 
   
   
   
  The Slaver forces start anywhere in the top of the map within two squares of the northern edge. 
   
  The Heroes (PCs) can start anywhere at the bottom of the map within two squares of the southern edge. 
   
  Light terrain applies a penalty to movement.  The dark terrain is “high ground” and as such requires 
  additional movement to get into, however grants bonuses to combat for the person that achieves this lofty 
  perch. 
   
   
   
  
   
  APPENDIX IV: Player Handouts 
   
  Player Handout 1 
   
   
   
  For Military Organization PCs   
   
  Called into your commander’s office/tent she looked you in the eyes.  “As much as I might need 
  you in the coming months you have been requested for a special assignment.  You are to report to 
  the Ek’Kasel border.  A room will be reserved for you at the Inn of the Witch’s Cackle.  Don’t ask 
  me any questions I don’t have any answers other than the order came from a lot higher than I can 
  touch.  Good luck and don’t let the reputation of this regiment down.” 
   
  For Guard and Constable PCs – it could also be adapted for other Municipal Organizations just 
  leave out the title of the head officer. 
   
  Another double watch.  The war was definitely thinning the ranks.  However, instead of a soft bed 
  or tasty meal you found yourself in the office of your regional Colonel (Guard) / Head Constable 
  (Constabulary).  He offered you a cool mug of ale and bid you sit.  “I know you have been pulling 
  more than your normal duties.  You are commended.  I wish I had six more of you.  Instead it 
  seems I will be yet another member short.  I have received a very specific request for my best.  A 
  specific task authorized at the highest levels.  If you accept you will be traveling to the Ek’Kasel 
  border.  I know there has to be more to the task but I obviously do not have a need to know.  You 
  will have a room reserved for you and a place here when you return.  I don’t have any answers for 
  the many questions you must have but I trust you will do your best.  Good luck.” 
   
  For Arcane Organization PCs 
   
  The note that appeared was simple, “We have been requested to make available one of our 
  members for a special mission for the Crown.  Your name has been selected to undertake this 
  mission.  I would understand if you hesitated however I have been assured that the mission is 
  important.  We have made arrangements to have to transported to the Ek’Kasel border and the Inn 
  of the Witch’s Cackle.  Nothing else regarding the mission has been able to be ascertained or 
  divined.  Report to the College of Magic administration building as soon as possible for 
  teleportation.  Good luck” 
   
  For Mystical Organization PC 
   
  The temple prelate asked you to meet with him after services.  “Brother/Sister there seems that 
  there may be a light in these times of darkness.  There has been a vision as well as a message 
  from the Prince.  Although the vision was cloudy as expected, the portents clearly indicated that 
  great events were about to begin.  The message from the Prince simply confirmed this.  The 
  Crown would like you to attend a private matter.  I have been told that a room at the Inn of the 
  Witch’s Cackle has already been reserved for you and more information will be available once you 
  arrive.  Good luck and may you find success in your endeavors.” 
   
  All other PCs 
   
  The courier’s arrival was not unexpected.  The city was a buzz with activity.  The message that 
  you received had you traveling with the first caravan west.  Although the countryside seems 
  normal, there was still a sense of the unknown in those citizen’s you met.  You arrived without 
  issue at the Ek’Kasel border and checked into your room at the Inn of the Witch’s Cackle.
  
   
  Players Handout #2 – Tale regarding the history of Kalamar 
   
   
   
  Displaying a portrait of a silver clad warrior upon a wondrous dragon he continues, “King 
  Thedorus wished to reward Rovak Fen’doral for his loyalty and bravery and ordered a silver coin 
  struck with Rovak’s likeness on one side and Vevisalakale’s on the other. Today, these coins are 
  called “Silver Dragons” by collectors and are priceless.” 
   
  “Overwhelmed with love for his king, Rovak Fen’doral swore eternal fealty to good King 
  Thedorus I. He swore that he and every firstborn of his lineage would forever be the king’s 
  champion. That very night, Rovak was visited by his patron god, Deb’fo, the Swift Sword, who was 
  accompanied by Forinori, the Speaker of the Word. They informed Rovak that he would never 
  father a child and, therefore, could not keep his oath.” 
   
  “Rovak that night pledged his life and soul to keep his oath. The gods turned him into a 
  sword, the Sword of Kings.” 
   
  “Under the leadership of King Thedorus, I was able to vanquish the remaining lords and 
  reunite the Empire. Thedorus I reigned for fifty-seven years, controlling all the lands from the 
  Legasas to the Ka’Asas. During his reign, the humanoids and barbarians were defeated and the 
  old Kalamaran borders were re-established. At the age of eighty-nine, Thedorus I, the most 
  popular emperor in the history of Tellene, died peacefully in his sleep.” 
   
  “His son was found brutally murdered the day before his coronation. Within hours of the 
  news, Vilik, the senor member of the House of Bakar seized the throne and butchered Thedorus’ 
  remaining children and grandchildren.” 
   
   
  
   
  Players Handout #3:  The Prophesy of Darkness Lifted 
   
   
   
   
  The darkest hours of the deepest night 
  single fears will be drawn apart. With 
  skin of jet immortal blood will lead 
  searchers towards their goal.  
   
  Brothers will battle, children will die 
  those once allied will be split asunder. 
  The frozen lands hold brothers whose 
  secrets must be revealed and brought 
  together. 
   
  The turmoil ended then begun again 
  with sword in hand the golden symbol 
  will bring forth the dawn of a new age. 
  This age will see black and silver shed 
  blood on the same field of battle. 
   
  
   
  Player’s Handout #4 
   
  The Aspirant, human (Kalamaran): Favored Soul 2: HD 2d8+2; hp 15; Init +0: Spd 30; AC 10, touch 
  10, flat-footed 10; Base Attack/Grapple +1/+2; Attack will not attack; Space/Reach 5ft./5ft.; SQ  DR 
  5/magic, immunity to fear, SR 12, cold/fire/acid resistance 5, automatically makes all saves versus 
  damage, immunity to mind control; SA --; AL LG; SV Fort +1, Ref +0, Will +6; Atb Str 12, Dex 10, Con 12 , 
  Int 16, Wis 18, Cha 19 
  Skills and Feats – Listen +6, Sense Motive +10, Spot +6, Knowledge (law) +6, Knowledge (Religion) +6, 
  Knowledge (History) +6, Profession (Scribe) +6, Speak Kalamaran (High and Low), Merchant Tongue, 
  Fhokki, Dejy (multiple dialects), Hobgoblin;  Skill Focus (Sense Motive), . 
  Spells: cure light wounds x4  
  Equipment (carried): 2 spare robes, backpack, pillow, 4 journals (empty), quills and ink  
   
  Please note that this is not a Cohort.  It is simply someone going along for the adventure. 
  
   
  Appendix V – Special Rules -  
   
  Monster Hide Armor and Availability in Bet Regor  
  (Note: All of the Armor is of Masterwork Quality) 
   
  Type of 
  Hide 
  Asking 
  Price 
  for 
  Leather 
  Armor 
  Min. 
  Price 
  for 
  Leather 
  Armor 
  Asking 
  Price for 
  Studded 
  Leather 
  Min. Price 
  for 
  Studded 
  Leather 
  Asking 
  Price 
  for Hide 
  Armor 
  Min. 
  Price 
  for Hide 
  Armor 
  Asking 
  Price for 
  Scale 
  Mail 
  Min. 
  Price 
  for 
  Scale 
  Mail 
  Anhkeg 
  986 gp 
  550 gp 
  1025 gp
  575 gp
  1385 gp
  750 gp 
  2000 gp 
  1175 gp
  Behir 
  986 gp 
  550 gp 
  1025 gp
  575 gp
  1385 gp
  750 gp 
  2000 gp 
  1175 gp
  Bulette 
  n/a 
  n/a 
  n/a 
  n/a 
  2575 gp
  2000 gp 
  n/a 
  n/a 
  Cockatrice 
  825 gp 
  500 gp 
  975 gp
  535 gp
  n/a 
  n/a 
  n/a 
  n/a 
  Cloaker 
  825 gp 
  495 gp 
  975 gp
  530 gp
  n/a 
  n/a 
  n/a 
  n/a 
  Devil 
  1800 gp 
  1100 gp 
  2050 gp
  1200 gp
  n/a 
  n/a 
  n/a 
  n/a 
  Displacer 
  Beast 
  1750 gp 
  1100 gp 
  2000 gp
  1200 gp
  n/a 
  n/a 
  n/a 
  n/a 
  Frostworm 
  986 gp 
  550 gp 
  1025 gp
  575 gp
  1385 gp
  750 gp 
  n/a 
  n/a 
  Gorgon 
  n/a 
  n/a 
  n/a 
  n/a 
  1200 gp
  700 gp 
  1875 gp 
  1100 gp
  Cryohydra 
  1325 gp 
  875 gp 
  1575 gp
  950 gp
  1675 gp
  1050 gp 
  n/a 
  n/a 
  Winter 
  Wolf 
  986 gp 
  550 gp 
  1025 gp
  575 gp
  1385 gp
  750 gp 
  n/a 
  n/a 
  Yuan-ti 
  1085 gp 
  675 gp 
  1135 gp
  615 gp
  1425 gp
  800 gp 
  n/a  
  n/a 
  White 
  Dragon 
  2500 gp 
  1575 gp 
  n/a 
  n/a 
  3850 gp
  2750 gp 
  5000 gp 
  3950 gp
  Pyrohydra 
  1475 gp 
  925 gp 
  1625 gp
  1000 gp
  1775 gp
  1125 gp 
  n/a 
  n/a 
   
  TABLE 3-9B: MONSTERHIDE ARMORS * from Goods and Gear © Kenzer Company 
  Creature Light Medium Heavy Special Property 
  Ankheg  -1 point of damage per die of acid damage. (Ex) 
  Behir +400 +600 +900 -1 point of damage per die of electrical damage. (Su) 
  Bulette +1,150 +1,725 +2,575 +1 to armor bonus. (Ex) 
  Cockatrice +2 bonus to saves against petrifying attacks of a cockatrice; (Su) 
  Cloaker +1 to saving throws versus shadow subtype spells; (Su) 
  Devil [Evil] -1 point of damage per die from cold, fire and acid attacks. (Su) 
  Displacer beast +1 armor bonus against ranged attacks and +1 resistance to ranged spells and 
  ranged magical attacks that specifically 
  target the wearer of the armor; (Su) 
  Frost worm -1 point of damage per die of cold damage. (Su) 
  Gorgon - - +1 bonus to saves made against turning to stone. (Su) 
  Pyrohydra -1 point of damage per die of fire damage. (Su) 
  Cryohydra -1 point of damage per die of cold damage; (Su) 
  Winter wolf -1 point of damage per die of cold damage; (Su) 
  Yuan-ti -1 point of damage per die of acid damage. (Ex) 
   
   
  Item Rules –  
   
  Barbed Whip of Rot +2 – This cruel device is used by slavers when they have no further use for the 
  chattel that they drive to market.  The hooked barbs at the end deliver vicious wounds that not only do not 
  seem to heal normally, but actually begin to ooze and blacken while the victim watches.  When struck by 
  
   
  a “Rot” weapon the victim must make a DC 14 Fortitude save or suffer 1 point of temporary Constitution 
  and Charisma drain.  Creatures immune to critical hits are not affected by the rotting property of this 
  weapon.  This weapon is considered evil and cannot be owned or possessed by a player character. 
   
  Vampiric Armor – This armor grants the wearer magical protection from harm in the form of a standard 
  magical AC bonus.  It also grants the wearer the ability to use gaseous form three times per day.  There 
  are many other powers and drawback to this rather gristly armor however they are not important during 
  this scenario.  Check out Kenzer and Company’s Villain Design Handbook for further details regarding 
  this armor type. 
  
   
  Appendix VI:  NPCs and Monsters 
  The wizards in this scenario are designed primarily for battlefield control and counterspelling.  It's a good 
  idea to make yourself familiar with their spell lists for choosing what they should cast.  As an additional 
  tool for handling the wizards' Improved Counterspelling ability their spell list is presented again here by 
  level and school. (Since counterspelling takes a spell at least one level higher than the original spell, 0-
  Level spells are not lisited.) 
   
  Abjuration 
  1st: Dorama's Battle Ward;    5th: Spell Magnet 
   
  Conjuration 
  3rd: Ochre Cloud 
   
  Divination 
  none 
   
  Enchantment 
  2nd: Imaginary Chains 
   
  Evocation 
  1st: Magic Missile;     3rd: Lightning Bolt;     4th: Sonic Shield  
   
  Illusion 
  2nd: Scorn 
   
  Necromancy 
  2nd: Wall of Draining Shadows;     4th:enlarged Wall of Draining Shadows, Wall of Souls 
   
  Transmutation  
  1st: False Strike;     2nd: Spellscatter 
   
  Universal 
  none 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 3rd Edition/RPGA/Living Kalamar Organised Play/Adventures/LKoK59 - C is for Civilization.pdf