TEXT: LKOK 62 
   
   
   
   
   
   
  D is for Dwarves 
   
  A D&D Living Kingdoms of Kalamar® Adventure 
   
  by Daniel S Donnelly 
  Edited By Troy E. Daniels 
   
  The aftermath of the battles back in Pekal continue to unfold as the consequences of the Battle of Bet 
  Seder continue to unfold.  However the PCs have a chance to continue their pursuit of the Sword of Kings 
  in this fourth event in the series Strike to the Heart.  It will be helpful if the players have played the first 
  three events in the series A is for Assassin and B is for Brothers and C is for Civilization prior to playing 
  this.  It can be played out of order however the most enjoyment may be found if all three have already 
  been played. 
   
  D is for Dwarves, 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 2004, Kenzer and Company, Inc. All rights reserved. Dungeons & Dragons, Dungeon Master, 
  D&D, RPGA, Living, the d20 system logo and the Wizards of the Coast logo are all trademarks owned by Wizards of 
  the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by Kenzer & Company under license. © 2004 Wizards of 
  the Coast, Inc. 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  1
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully 
  so that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
   
  Calculating Average Table Level (ATL) 
   
  LKoK uses ATL rather than Average 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 
   
  We have moved to the fall, and the farmers are 
  slowly bringing the fruits of their labors in for an 
  eventual 
  long 
  winter 
  nap. 
   
  Although 
  Independence Square has been quiet as of late, 
  there was a lone Soothsayer on a corner, 
  whispering a simple tune. “Depths of mountain, 
  dark as night. Tales to tell of dreadful fight.  
  Cling to shadows as they draw near. Walk to 
  light to fight the fear.”  He was quickly moved off 
  of the Market path for fears that he might 
  frighten off potential shoppers…  
   
  Module Notes 
   
  This event continues a long series of events 
  which will 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 fourth in a series, 
  several attempts have been made to recap the 
  necessary events of the first three modules. If all 
  the PCs have played "A Is for Assassin," large 
  portions of box text in the "Introduction" can be 
  skipped outright. 
   
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  2
  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. 
   
  The General’s son did have a great deal 
  of information for the PCs and he was happy to 
  pass the torch to others in regards to the search 
  for the Sword of Kings. 
   
  In this event the PCs are magically 
  transported to the city of Geanavue.  In 
  Geanavue they are able to learn about the area 
  and possible people to talk to regarding the 
  dwarves of Ka’Asa.  They will also find that most 
  blacksmiths in town have closed.  All the metal 
  goods coming into the town are now coming 
  from the Ka’Asa dwarves as they attempt to 
  raise money for some purpose.  
   
  The PCs will have an opportunity to 
  travel to the Ka’Asa Mountains, speak with the 
  dwarves and be challenged to recover a lost 
  treasure of theirs.  If they succeed they will be 
  asked to perform another favor for the clan.  
  While being messengers is never a fun task, 
  being sent in the Kalamaran borders as a 
  clandestine messenger will have a couple of 
  moments of excitement.  
   
  The event is broken out into the 
  following seven encounters. 
   
   
  ADVENTURE SYNOPSIS 
   
  Introduction: 
  The PCs are meeting once again with General 
  P’Mare.  He is very excited about the progress 
  that they have made and he will give the PCs 
  some news from Pekal as well.  He has a 
  number of rewards for the PCs at this point.  Yes 
  giving them end rewards before they even 
  begin.  He will introduce a few members of his 
  staff and as he describes the journey that the 
  PCs will be undertaking the PCs will find 
  themselves magically transported outside of 
  Geanavue. 
   
  Encounter 1:  
  Geanavue – this is primarily an encounter where 
  the PCs are given some information and/or they 
  discover information regarding the dwarves that 
  they seek.  They will have some options in the 
  city however there is a mechanism in place that 
  should get the PCs moving quickly into the 
  wilderness and hills. 
   
  Encounter 2: 
  Not so random encounter – While making their 
  way into the hills someone from the PCs past (or 
  a PCs past) will attempt to get the ultimate 
  revenge upon the PCs.  They will be forced to 
  play 60 hours straight with just a bunch of roll-
  players – no really – their will be a number of 
  summoned creatures sent to kill the PCs.  The 
  enemies might be numerous however the 
  Forces of Slen (From Event C) may be a likely 
  candidate. 
   
  Encounter 3: 
  Found – The PCs arrive in time for the auction.  
  Clan Ka’Asa is attempting to raise large 
  amounts of cash for some of the lesser relics.  
  At the conclusion of the auction the PCs should 
  have a chance to speak with the Clan.  There 
  will definitely be bonuses if any of them are 
  wearing any of the Masterwork Clan armors 
  from Events One or Two. 
   
  Encounter 4: 
  Negotiations – The PCs will have a chance to 
  speak with the Leader of the Clan and negotiate 
  with him regarding their needs.  He is willing to 
  offer equipment and weapons for an army for 
  gold, however the PCs should discover that his 
  ultimate goal is to retake their homeland.  During 
  their negotiations an advisor will bring him 
  solemn news to which he reacts.  Of course, the 
  PCs are bound to act upon the event and that 
  leads him into a story and a possible task for the 
  PCs. 
   
  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 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  3
  mountains.  How they deal with the forces will 
  dictate how prepared they might be for the last 
  and most dangerous force. 
   
  Encounter 6: 
  Descent into the Depths of the Mountain.  This is 
  quite possibly a death trap and wise PCs may 
  take a number of opportunities to leave thus 
  ending the event.  However, if the PCs have 
  managed to play Encounter 5 perfectly or have 
  the means and perseverance to continue they 
  may discover a great deal about themselves as 
  well as the Kalamaran Empire.  This encounter 
  is broken into 8 sub-sections. 
   
  Encounter 7: 
  A Return.  This is run ONLY if the PCs are 
  successful in Encounter 6 of the event.  It is all 
  role-playing and rewarding.            
   
  Conclusion: 
  News of the sword, News of the empire, News of 
  the war and possible allies are all possible in this 
  encounter.  Also possible is News of Defeats, 
  News of Deaths and News of Armies upon 
  failures. 
   
  INTRODUCTION 
   
  Summary: The PCs are meeting once again with 
  General P’Mare.  He is very excited about the 
  progress that they have made and he will give 
  the PCs some news from Pekal as well.  He has 
  a number of rewards for the PCs at this point.  
  Yes giving them end rewards before they even 
  begin.  He will introduce a few members of his 
  staff and as he describes the journey that the 
  PCs will be undertaking the PCs will find 
  themselves magically transported outside of 
  Geanavue. 
   
  NOTE: There is a good bit of boxed text in the 
  event.  Please feel free to use your own words in 
  these cases. 
   
  Any of the PCs that did not play the first in the 
  series A is for Assassin, or second in the series 
  B is for Brothers or the third of the series C is for 
  Civilization 
  should 
  receive 
  an 
  introduction 
  although each may be somewhat different.  You 
  can give them separate handouts for their 
  individual 
  orders 
  based 
  on 
  the 
  following 
  information.  Multiple copies are contained in the 
  Players Handouts and the details found listed 
  after the initial box text.  You should request 
  each PC to complete a 3”x5” card 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 
  Character Constitution 
  Character Balance Modifier with Gear 
  Make (5) Balance checks 
   
  Any of the PCs that have not played one of the 
  earlier events 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 
  was 
  definitely 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 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 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  4
  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 always 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 College of Magic 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 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. “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.” 
   
  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 only event one 
  or event two both those events end in the Inn of 
  the Witch’s Cackle so they will have to be 
  informed via the following text as to what is 
  happening: 
   
  Players Who Have NOT played C:  
   
  The Inn has been a bustle of activity with 
  couriers coming and going all through the 
  day and night.  Groups of adventurers and 
  soldiers spare during the day and relax 
  during the evening hours.   
   
  A captain hurries towards you one 
  late evening.  “I am sorry about the short 
  notice but the General has made some 
  progress.  He has arranged it for you to be 
  brought to his location so please gather what 
  gear you might carry and report to the 
  courtyard.  I must insist that all mounts and 
  animals remain here unless you are able to 
  carry the animal.” 
   
  Once all the PCs are in the courtyard continue: 
   
  The captain stands with a dark skinned man 
  wearing a variety of rings.  “Alright if you are 
  ready please gather together.”  Once you 
  gathered the dark skin man began a low 
  chant and suddenly the evening sky shifted 
  and although still in a courtyard, it is 
  definitely a different courtyard, one filled 
  with fur clad men and the General relaxing 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  5
  on a stuffed chair.  Other adventurer types 
  also seem to be in the area. 
   
  For Players that HAVE played C: 
   
   It takes the General only a couple of hours 
  to decide on his next move.  You are 
  requested, which is the polite way of saying 
  summoned, to the large outdoor courtyard.  
  A number of other adventurers have joined 
  you from either the inn or actually teleported 
  in with a dark-skinned wizard who stands 
  enjoying some fresh juice. 
   
  For all Players: 
   
  Go ahead and allow the PCs to describe their 
  characters.  Keep them out of character for just 
  a little while. 
   
  After a short delay, General P’Mare smiles, “I 
  have reviewed all the information that I 
  currently have and we still have a few places 
  that we can investigate.  Our goal of course 
  is the discovery of the Sword of Kings and 
  the return of the rightful emperor of Kalamar.  
  For those with whom I have not met I am 
  General P’Mare retired of Pekal and the 
  Church of the Old Man.  My associate,” he 
  says gesturing towards the dark-skinned 
  wizard, “is named Mizvar.  I am not sure you 
  all know each other so if you would be kind 
  enough to give us a name and a little about 
  your abilities that would be appreciated.” 
   
  This is where the PCs should get into character 
  and introduce their character.  Once you have 
  gotten the introductions continue with the 
  following: 
   
  With 
  the 
  introductions 
  completed 
  the 
  General quickly moves to the next topic.  “I 
  have sent a number of adventurers north into 
  the mountains to a battle site where the 
  Sword was last seen.  They are not wholly 
  sure of finding anything but we can hope.  
  What I was hoping you would undertake in 
  our quest was searching out the source of 
  the Sword.  Recently word has come to me of 
  the situation in Karasta.  Not only am I 
  pleased at the assistance our Pekalese 
  citizens have rendered I want to do more to 
  assist them.  Through contacts with the 
  Golden Alliance I have heard that there are a 
  large number of exiled dwarves in the hills 
  near Geanavue who are working diligently to 
  assist the rebel cause in Karasta and to 
  eventually return Karasta to a free state.  I 
  would like to send you to them with two 
  purposes in mind.  Number one to offer what 
  assistance you can in their efforts and 
  number two to inquire to the history and any 
  relevant 
  facts 
  that 
  you 
  can 
  discover 
  regarding 
  the 
  Sword 
  of 
  Kings. 
   
  Any 
  questions?”  
   
  Some pieces of information that the General can 
  relate if directly asked: 
   
  • 
  How do they get to Geanavue? – Mizvar 
  will be teleporting you outside of the city.  
  Most likely no more than an hour’s walk 
  to the city walls. 
  • 
  How much are we being paid for this? – 
  The General believes that the quest is 
  worth the time of the heroes but IF they 
  ask he will pay them each 400 gp for the 
  task.  If they don’t ask he does give 
  each PC 400 gp for expenses during the 
  quest. 
  • 
  Do we know anything about the rebel 
  dwarves? – We have been told of a 
  resistance 
  movement 
  in 
  Karasta 
  however promises have been made and 
  I am not allowed to share the names of 
  any of the rebels.  They have been 
  harassing the Kalamarans and their 
  Hobgoblin allies and it seems they may 
  be taking a more aggressive role in the 
  hopes of freedom. 
  • 
  What kind of assistance do you want us 
  offering the rebels? – Obviously they 
  may not trust you immediately so 
  making allies of them should be a good 
  start.  They have been selling weapons 
  and their skills at blacksmithing for some 
  purpose.  I doubt they are going to buy 
  the freedom of Karasta from the 
  Emperor so there must be some reason.  
  Don’t offer anything that would offend 
  your morals or place Pekal in an unjust 
  light please. 
  • 
  When do we leave?  - In the morning so 
  that you can relax and prepare for the 
  journey. 
  • 
  What do we do if we find the Sword? – 
  Surprisingly no one has asked the 
  General this question before.  The 
  Sword has always seemed to be out of 
  reach so he has not considered it 
  completely.  He will however ask that 
  they return to the sword to him and 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  6
  Prince Kafen can decide how to 
  proceed. 
   
  Allow the PCs to relax and encourage them to 
  do a little role-playing prior to the morning.  
  Ways that you can accomplish this is to: 
   
  • 
  Role-play Dinner or Drinks at the Inn 
  • 
  Add a traveling bard who becomes 
  interested in the adventures of the group 
   
  As 
  you 
  wake 
  and 
  congregate 
  in 
  the 
  courtyard the dark-skinned wizard stands in 
  the exact same location drinking yet another 
  glass of juice.  “Are you prepared?” he asks. 
   
  He does not have any more answers than the 
  General had the night before.  He has teleported 
  to this location before without issue.   
   
  ENCOUNTER 1 
   
  Summary: Geanavue – this is primarily an 
  encounter where the PCs are given some 
  information and/or they discover information 
  regarding the dwarves that they seek.  They will 
  have some options in the city however there is a 
  mechanism in place that should get the PCs 
  moving quickly into the wilderness and hills. 
   
   
  With a quick wink and a lurch to your 
  stomach you find yourself in a much warmer 
  locale.  It is warm and humid although a 
  breeze from from what Mizvar says is the 
  east.  “Over those hills to the south you will 
  find a road.  Follow that road and you will 
  find the city.”  Mizvar tips his hat and steps 
  back from your group.  “Make sure to watch 
  your purse”, are his final words as he 
  disappears into the air. 
   
  Assuming the PCs follow his directions they will 
  discover the gates of Geanavue.  Now you are 
  free to utilize the Geanavue sourcebook during 
  this point, in fact I encourage it.  There are a 
  couple of locations that you should make sure 
  that the PCs visit if you can.  There are also 
  some key places that the PCs can get some 
  information regarding the Karasta Dwarves. 
   
  People: 
   
  Guards at the Gate:  Reolarr and Haavau.  One 
  male and one female Renaarese.  They speak 
  Merchant Tongue and Renaarese.  They know 
  the general area of the dwarves but will 
  recommend a couple of the blacksmiths still in 
  town who would know more.  They can also 
  recommend a couple of merchants that deal with 
  the dwarves.  Blacksmith:  Meuaven; Merchants: 
  Taarasaar Beteer, Master of Metals and Fingers, 
  who sold weapons. 
   
  Street Urchin:  There is a gaggle of children near 
  the gates at almost all times.  There is little 
  traffic in the area and they love to play and see 
  the various merchants that come and go from 
  the gates.  It is a lot safer than playing down 
  near the harbor.  The children all pretend to be 
  other people so if the PCs ask for their names 
  they are Archer, Legs, The Doll (F), Furball, 
  Lightning, Carrot (F) and Tiny (F).  They are all 
  aged 5-8.  If they are asked they know the 
  following pieces of information however it will 
  cost the PCs 1 glint for meals. 
   
   
  • 
  Most blacksmiths have left town or 
  taken up a new profession.  
  • 
  A lot of people have left town over the 
  last two days heading west towards 
  where the dwarves live. 
  • 
  They can lead the PCs to any of the 
  locations for a silver piece. 
   
  Meuaven, Blacksmith:   The only working 
  blacksmith in town this gnome is happily working 
  on various pieces of metal when the PCs arrive.  
  He is probably more of a metalsmith instead of a 
  blacksmith, however he likes the title of 
  blacksmith.  He does work with a variety of 
  metals but not many of the weapon type metals 
  besides silver.  He can tell the PCs that: 
   
  • 
  The dwarves in the hills are having an 
  auction first thing in the morning so 
  many have left to see what they are 
  selling. 
  • 
  They did not really hurt his business 
  because the dwarves don’t really work 
  with the types of metals he does or the 
  type of items.  He builds things.  Uses 
  gears and pistons to make things move.  
  Works with copper and lead and brass. 
  • 
  He does not stock items everything is 
  ordered paid for in advance. 
   
  Taarassar Beteer:  The master of metals is 
  found in the guild house.  The home itself is a bit 
  weather-beaten having seen better days.  There 
  are about 10 men at arms still protecting the 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  7
  building.  A clerk will tell PCs that the Master is 
  not seeing visitors today. 
   
  Fingers:  Fingers is a swarthy Reanarian man 
  whose bulk still moves surprisingly quickly.  He 
  will be found by the urchins in the Steamed Goat 
  tavern.  He is dressed in loose fitting gray 
  clothing and has two muscular men seated 
  nearby.  He is a fence and a smuggler.  At one 
  point he brought weapons into the city and can 
  still be “hired” to obtain normal equipment.  The 
  PCs can acquire the following pieces of 
  information through a combination of Diplomacy 
  and Bribery.  Bribes have the following impact 
  on the diplomacy roll (total value of the bribe is 
  given):  No Bribe (-10), Less than a SP (-15), 
  Less than a GP (-5), 1-10 GP (0), 11-25 GP 
  (+5), 26-99 GP (+8), 100 – 250 GP (+10), more 
  than 250 GP (+15). 
   
  • 
  DC 10 – Not much call for metal goods 
  since the dwarves in the hills are 
  providing quality goods at normal prices. 
  • 
  DC 15 – The dwarves are even 
  producing some magical items and in 
  fact are auctioning off what they call 
  “minor 
  relics” 
  first 
  thing 
  tomorrow 
  morning. 
  • 
  DC 20 – He is able to obtain most 
  normal items without issue.  And if you 
  have a particular item in town you might 
  need “duplicated” he might consider the 
  business. 
  • 
  DC 30 – The dwarves have used a lot of 
  their funds on alchemists in town.  They 
  have 
  been 
  purchasing 
  items 
  that 
  provide protection from heat and items 
  such as crossbow bolts of hobgoblin 
  bane. 
  • 
  DC 40 – He has one of the dwarven 
  relics that they sold a number of months 
  ago.  It is a Ring of Heavy Fortification. 
   
  ENCOUNTER 2 
   
  Summary: Not so random encounter – While 
  making their way into the hills someone from the 
  PCs past (or a PCs past) will attempt to get the 
  ultimate revenge upon the PCs.  They will be 
  forced to play 60 hours straight with just a bunch 
  of roll-players – no really – there will be a 
  number of summoned creatures sent to kill the 
  PCs.  The enemies might be numerous however 
  the Forces of Slen (From Event C) may be a 
  likely candidate.  The description assumes this 
  enemy – however – if you know the PCs you are 
  free to substitute whichever foe (other than 
  imperial forces) in their place.  If you are going 
  to substitute the foes please be sure that they 
  are of a comparable level of challenge to the 
  PCs.  This should not be a killer encounter, but 
  you should not let them walk through it either. 
   
  With directions in hand you have departed 
  the city and have headed up into the western 
  hills.  After a full days travel, the sun begins 
  to drop over the mountains beyond the hills. 
  With a cry of anger winged forms drop from 
  the sky and battle ensues. 
   
  You should have each PC make a spot check to 
  avoid being surprised.  Feign Surprise cards 
  may work to their advantage here.  The DC of 
  the spot check is listed at the start of each of the 
  ATL stat boxes. 
   
  Harpy, Medium Monstrous Humanoid: AL CE 
  Attack and Movement 
    Init +2 
    Melee: Club +7/+2 melee (1d6) and 2 claws +2 
  melee (1d3) 
    Base Attack +7  Grapple +7 
    SA Captivating song 
    Speed 20 ft, fly 80 ft. 
  Defense 
    hp: 31 hp (HD 7d8) 
    AC 13, touch 12, flat-footed 11 
    Fort: +2, Ref: +7, Will: +6 
  Traits 
    Racial Darkvision 60 ft. 
    Abilities: Str 10, Dex 15, Con 10, Int 7, Wis 12, 
  Cha 17 
    Skills: Bluff +11, Intimidate +7, Perform 
  (oratory) +5, Spot +3 
    Feats: Dodge, Flyby Attack, Persuasive 
    Languages: Avian, Low Kalamaran 
   
  ATL 1 
  Spot DC 13 at 80 ft. away 
  Harpy (1): hp 24 
  Harpy will land and engage in melee combat.  If 
  she incapacitates an opponent she will move to 
  the next taking her trophies (their heads only 
  when they are all dead) 
   
  ATL 3 
  Spot DC 13 at 80 ft. away 
  Harpy (1): hp 31 
  Harpy will land and engage in melee combat.  If 
  she incapacitates an opponent she will move to 
  the next taking her trophies (their heads only 
  when they are all dead) 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  8
   
  ATL 5 
  Spot DC 13 at 80 ft. away 
  Harpy (2): hp 31 
  Harpy will stay airborne attacking with her flyby 
  attack.  If she incapacitates an opponent she will 
  move to the next taking her trophies (their heads 
  only when they are all dead) 
   
  Advanced 
  Harpy, 
  Medium 
  Monstrous 
  Humanoid / Fighter 2: AL CE 
  Attack and Movement 
    Init +2 
    Melee: Shortsword +12/+7 melee (1d6) and 2 
  claws +5 melee (1d3) 
    Base Attack +9  Grapple +9 
    SA Captivating song 
    Speed 20 ft, fly 80 ft. 
  Defense 
    hp: 43 hp (HD 7d8 + 2d10) 
    AC 14, touch 13, flat-footed 11 
    Fort: +4, Ref: +7, Will: +6 
  Traits 
    Racial Darkvision 60 ft. 
    Abilities: Str 10, Dex 16, Con 10, Int 7, Wis 12, 
  Cha 17 
    Skills: Bluff +11, Intimidate +7, Perform 
  (oratory) +5, Spot +5 
    Feats: 
  Dodge, 
  Flyby 
  Attack, 
  Persuasive, 
  Weapon Finesse 
    Languages: Avian, Low Kalamaran 
   
  ATL 7 
  Spot DC 13 at 80 ft. away 
  Advanced Harpy (2): hp 43 
  Harpy will stay airborne attacking with her flyby 
  attack.  If she incapacitates an opponent she will 
  move to the next taking her trophies (their heads 
  only when they are all dead) 
   
  ATL 9 
  Spot DC 13 at 80 ft away 
  Advanced Harpy (4): hp 43 
  Harpy will stay airborne attacking with her flyby 
  attack.  If she incapacitates an opponent she will 
  move to the next taking her trophies (their heads 
  only when they are all dead) 
   
  Fiendish Elder Arrowhawk, Large Outsider 
  (Air, Extraplanar): AL NE 
  Attack and Movement 
    Init +5 
    Melee: Electrical Ray +19 ranged touch (2d8) 
  or bite +21 melee (2d6+9)  
    Base Attack +15  Grapple +25 
    SA Electrical Ray, Smite Good 1/d 
    Speed fly 60 ft. (Perfect) 
  Defense 
    hp: 112 hp (HD 15d8+45) 
    AC 22, touch 14, flat-footed 17 
    Fort: +12, Ref: +14, Will: +10 
  Traits 
    Racial Darkvision 60 ft., immunity to acid, 
  electricity and poison, resistance to cold 10 and 
  fire 10, DR 10/magic, SR 20 
    Abilities: Str 22, Dex 21, Con 16, Int 10, Wis 
  13, Cha 13 
    Skills: Diplomacy +3, Escape Artist +23, Listen 
  +21, Move Silently +23, Search +18, Sense 
  Motive +19, Spot +21, Survival +19 
    Feats: 
  Alertness, 
  Blind-Fighting, 
  Combat 
  Reflexes, 
  Dodge, 
  Flyby 
  Attack, 
  Weapon 
  Finesse, Weapon Focus (bite) 
    Languages: Avian, Low Kalamaran, Infernal 
   
  ATL 11 
  Spot DC 38 at 80 ft away 
  Fiendish Elder Arrowhawk (1): hp 112 
  The arrowhawk will only attack from the air 
  continuing to use its electrical ray and flyby 
  attack. 
   
  The Scar, Golden Halfling Psion 10: hp 59 
   
  ATL 13 
  Spot DC 38 at 80 ft away 
  Fiendish Elder Arrowhawk (1): hp 112 
  The arrowhawk will only attack from the air 
  continuing to use its electrical ray and flyby 
  attack. 
   
  The Scar, Golden Halfling Psion 14: hp 81 
   
  If the PCs capture any of the opponents they 
  may be able to let the PCs know who sent them.  
  It will require either an Intimidate DC ATL + 15 
  or Diplomacy DC ATL + 20 check.  In both cases 
  the release of the prisoner is a requirement of 
  the prisoner. 
    
  Once the PCs have defeated or escaped the 
  ambush they can continue on to Encounter 3 
  and the dwarven village. 
   
  ENCOUNTER 3 
   
  Summary: Found – The PCs arrive in time for 
  the auction.  Clan Ka’Asa is attempting to raise 
  large amounts of cash for some of the lesser 
  relics.  At the conclusion of the auction the PCs 
  should have a chance to speak with the Clan.  
  There will definitely be bonuses if any of them 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  9
  are wearing any of the Masterwork Clan armors 
  from Events One or Two. 
   
  The remainder of the journey into the hills is 
  uneventful.  You follow the easy track of the 
  people and wagons into a lush vale between 
  four large hills.  A single armed dwarf stands 
  under one of the few taller trees in the vale.  
  “Halt and state your business!”, he cries as 
  you are still about 100 feet away. 
   
  The dwarf is a common soldier and is only level 
  2.  He will give his name as Smorth.  He will 
  question the PCs as to who they are and where 
  they are from. He will not fight to the death if 
  attacked and has a companion at the top of an 
  adjacent hill who will notice the attack and signal 
  the village.  As long as the PCs do not attack 
  and give a reasonable explanation for their 
  presence they will be given directions and be 
  allowed to continue.  There are a couple of 
  issues that may come up depending on the 
  group. 
   
  There will need to be a diplomacy check made 
  to allow the party in, especially if they are 
  armored and armed.  The difficulty is DC 10 with 
  the following adjustments: 
   
  • 
  Per Kalamaran in the group (-1 per) 
  • 
  Per Orc or ½ Orc in the group (-2 per) 
  • 
  Per half-hobgoblin in the group (-3 per) 
  • 
  Per dark elf in the group (-4 per) 
  • 
  Per hobgoblin in the group (-5 per) 
  • 
  Per heavy armored PC (-1 per) 
  • 
  PCs wearing Ka’Asa custom armor or 
  weapons from Module A or B (+5 per) 
   
  If the group is unable to succeed in the 
  diplomacy check they will be allowed entrance 
  but any medium or large weapon will need to be 
  left in the vale.  There is a hidden hallow in the 
  hill that has a number of weapon racks. 
   
  Continue when the PCs are ready to move 
  forward. 
   
  Smorth directs you through the vale and past 
  the largest hill in the area.  As you round this 
  hill you find a number of stone buildings and 
  openings into the side of the nearby hills.  
  Although different from the Mounds of Pekal, 
  the overall effect is somewhat similar.  A 
  large number of humans are standing around 
  a raised platform in the center of the village.  
  A number of dwarves mill about the platform 
  but it seems like the majority of the village is 
  ignoring the proceedings. 
   
  There are of course a couple of directions that 
  the PCs could pursue at this point.   
   
  Ask for the Villager Leader/Elder:  If the PCs try 
  the direct route they will have to convince any 
  dwarf that they are speaking to that they should 
  be allowed to know the description of let alone 
  speak with the Village Leader.  They are very 
  secretive with good reason.   
   
  However, if a PC wishes to make this argument 
  they may attempt to convince the dwarf that they 
  should be allowed an audience.  Use Diplomacy 
  of ATL + 20 with the following bonuses or 
  penalties: 
   
  • 
  Speaker is a dwarf (+7) 
  • 
  Speaker wears Dwarven Steel armor 
  (+6) 
  • 
  Speaker openly carries Dwarven Steel 
  weapons (+4) 
  • 
  Speaker makes the plea in Dwarven 
  (+2) 
  • 
  Speaker is a male warrior type (heavy 
  armor) (+1) 
  • 
  Speaker is of Elf Blood (-2) 
  • 
  Speaker is of Orc Blood (-4) 
  • 
  Speaker is of Dark Elf Blood (-6) 
  • 
  Speaker is of Goblinoid Blood (-10) 
   
  If they succeed then the party can proceed to 
  the Encounter 4 with the leader.  The entire 
  group gets a +1 Cha check bonus in that 
  encounter. 
   
  What’s Goin On: The party may questions the 
  villagers before moving to the center of the 
  village.  If anyone is asked by PCs they might 
  have valuable information.  Ask the PCs who 
  they want to talk to. The information is the same 
  but it allows you the judge to role-play more:  I 
  would suggest having some dwarven names 
  created: 
   
  1. Male Dwarf – blacksmith working on an 
  anvil 
  2. Female Dwarf selling small loaves of 
  bread for 1 sp each. 
  3. Male Dwarf moving a hand cart of 
  baskets through the village 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  10
  4. Male Dwarf making dwarf sized coffins 
  seen from a large door to his “shop” 
  5. Female Dwarf Smith offering sword 
  sharpening for 1 gp 
  6. Young Dwarven Boy – offers to shine 
  armor for 1 sp 
  7. Young 
  Dwarven 
  Girl 
  selling 
  small 
  bundles of flowers for 1 sp 
   
  Almost all the people will be friendly and the 
  small services they offer are just their way to 
  help the village raise money when strangers are 
  in town.  They know that the auction will be 
  lasting at least another hour but most people 
  leave after that.  No one is forced to leave but 
  usually most do leave.   
   
  Do I Hear…: 
  The auction is not quite in full 
  swing when the PCs get there but it has started.  
  There are a number of items that the dwarves 
  are still selling as “minor relics”.  The items are 
  listed below with their descriptions.  PCs are 
  allowed to use divination magic on them, 
  however none are allowed to be picked up or 
  worn by a buyer until the end of the sale.  
  Someone picked one up and teleported away 
  and the dwarves are not taking any chances 
  from now on.   
   
  The mechanic for this portion is as follows.  The 
  items are first listed according to the tier played.  
  After the items are the bidders lists.  Use the 
  bidders as people from the city that bid on 
  particular items.  If you are in a position recruit a 
  couple of people to play the bidders if folks are 
  hanging around.  The key is this is not just a buy 
  stuff encounter.  Use the bidders and the format 
  of the auction to promote the role-playing at the 
  table.  Don’t GH it! 
   
  Items Table: 
   
  High Mountain Ring – this ring helps protect the 
  wearer from the chilling temperatures at the 
  upper mountain ranges.  Tier 1 Endure 
  Elements (Cold), Tier 2 Resistance to Cold – 5, 
  Tier 3 Resistance to Cold 10,  
   
  “Picker of Elves” – this heavy pick is enchanted 
  and said to be the bane of all the elven races.  It 
  has been carried to war three times in the last 
  40 years and failed to slay even one goblin thus 
  the dwarves are willing to set it free into the 
  world.  They will get it back later.  Tier 1 – 
  Dwarven Steel +1, Tier 2 – Dwarven Steel +1 Elf 
  Bane, Tier 3 – Dwarven Steel +2, Elf Bane 
   
  Dark Helmet of Despair – This magical helmet is 
  made of a black mithril alloy.  The ore has not 
  been seen in generations and this is the only 
  piece of this material that the village has in its 
  possession.  The helmet protects the wearer 
  while projecting an aura of despair to their 
  enemies in combat with the wearer.  It will 
  magically fit the wearer.  See certificate for all 
  the details. 
   
  The Wind Shield – this heavy dwarven steel 
  shield protects the wielder in the normal fashion 
  and has been known to provide excellent 
  protection from all missile weapons (although no 
  record of it being wielded against giants).  It has 
  the symbol of a lightning bolt coming straight 
  down between two crossed halberds.  Tier 1  
  Heavy Shield +1, Tier 2 Heavy Shield +1 – 
  allows deflect missiles 1/d, Tier 3 -  Heavy 
  Shield +2 – allows deflect missiles 3/d 
   
   
  Starting Prices   
  Item 
  1-3 
  5-7 
  9-11 
  13 
  High 
  Mountain 
  Ring 
  800 
  gp 
  1500 
  gp 
  2400 
  gp 
  4000 
  gp 
  Pickler 
  400 
  gp 
  800 gp 
  1200 
  gp 
  1600 
  gp 
  Helm 
  of 
  Despair 
  2000 
  gp 
  3000 
  gp 
  4000 
  gp 
  10000 
  gp 
  The 
  Wind 
  Shield 
  800 
  gp 
  1500 
  gp 
  2400 
  gp 
  4000 
  gp 
   
   
  Bidders: 
   
  Yumati – Female Gnome – representing the 
  Merchant House Efferdan of Geanevue.  She is 
  a small woman but she has a very loud and 
  squeaky voice (not a nice combination).  She will 
  bid on The Picker, Dark Helmet and Wind 
  Shield.   
   
  Bulinas – Male Fhokki – representing one of the 
  northern tribes.  Was passing through Geanevue 
  when he heard of the auction and has come this 
  way to see what items might be found.  He will 
  bid on High Mountain Ring, The Picker, and the 
  Wind Shield.  
   
  Westrel – Female Reanarian – representing 
  herself.  A known adventurer from Geanevue 
  she hires herself out for many tasks and has 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  11
  also done some work with Fingers.  She has 
  actually been hired by the local dwarves to help 
  make sure the items are going for an 
  appropriate price.  Therefore she actually is 
  bidding on all the items. Westrel knows that the 
  minimums that the dwarves want is at least two 
  times the starting amount (800 GP would mean 
  that she will push things up to 1,600 GP) and will 
  work to get that amount out of the bidders.  
   
  Count Fruseltin – Male Svishmosh – The Count 
  is not truly nobility but he tends to use the title 
  when he is traveling as he believes it gives him 
  an advantage when negotiating with others.  He 
  projects a degree of arrogance but is a very 
  intelligent man as well.  The Count values 
  magical items so he too will be bidding on all the 
  items.  He does have a limit so if he has spent 
  over a certain amount he will stop bidding on 
  other items.   
   
  Selimorn – Male Reanarian – “Sel” represents a 
  number of the noble or wealthy houses in 
  Geanevue.  He is very small in stature and tries 
  to stay quiet only silently bidding when the time 
  is right.  “Sel” is interested in the High Mountain 
  Ring, Dark Helmet and the Wind Shield. Once 
  he is outbid he will quietly nod in salute to the 
  bidder, and slip back into the shadows. 
   
  At the conclusion of the auction or after the PCs 
  have asked to speak with the leader of the 
  dwarves you should continue with encounter 4. 
   
  ENCOUNTER 4 
   
  Summary: Negotiations – The PCs will have a 
  chance to speak with the Leader of the Clan and 
  negotiate with him regarding their needs.  He is 
  willing to offer equipment and weapons for an 
  army for gold, however the PCs should discover 
  that his ultimate goal is to retake their homeland.  
  During their negotiations an advisor will bring 
  him solemn news to which he reacts.  Of course, 
  the PCs are bound to act upon the event and 
  that leads him into a story and a possible task 
  for the PCs. 
   
  With the auction winding down you have 
  been offered a chance to speak with the Clan 
  leader.  You are escorted into the hillside and 
  into a large chamber with many tables and a 
  large fire pit.  A pale skinned dwarf sits at the 
  far end of the chamber.  As you approach to 
  about 40 feet (just over half the hall) he 
  speaks, “You are not known to us.  I sense 
  that you have purpose.  Purpose not shown 
  by the many that flock here for our 
  possessions.”  He coughs and wipes a small 
  trickle of blood from the corner of his mouth.  
  “I am Captain Shorgnoth of the Kingdom of 
  Karista.  I have lead here since the coming of 
  Kabori and hopefully will return home before 
  these bones join our mother earth.  What 
  brings you to our mountain and what is it 
  you wish to gain from your visit.” 
   
  The Captain has been the leader of the refuges 
  however he was recently cursed with a terrible 
  disease.  Although neither he or the clerical 
  members of the tribe have been able to detect 
  this.  They treat his conditions each day during 
  the mid day meal.  That allows him to be 
  productive in the afternoon and sleep well over 
  night.  He does not usually accept visitors during 
  the morning hours.   
   
  He will listen politely to the PCs.  He has 
  the following comments on each particular topic: 
   
  • 
  Why are you selling items or why are you 
  raising gold? “Our brothers and sisters 
  still in Karasta are being held by 
  Kalamaran forces and hobgoblin lackeys.  
  We raise money so that we can afford the 
  materials 
  to 
  construct 
  appropriately 
  hobgoblin bane and other protective 
  items for the resistance.” 
  • 
  How do you get items or gold to the 
  resistance? “We have our ways.  There 
  are many old and forgotten paths 
  through the mountains that only our Clan 
  truly know.” 
  • 
  How might we help you in this activity? “We 
  are not desperate enough for charity but 
  if you want to purchase items from our 
  smiths all orders are appreciated.” 
  • 
  What is ailing you or what are you suffering 
  from? “I am not sure.  I started suffering 
  from the effects about 2 weeks ago, and 
  although our priests are very skilled they 
  have not been able to do more than 
  relieve the suffering for parts of each 
  day.” 
   
  The PCs are sure to be interested in his health 
  so I have included a couple of notable pieces 
  here: 
   
  � Heal check – DC 15 – The Captain is 
  suffering 
  the 
  effects 
  of 
  The 
  Red 
  Scourge.  This disease is typically 
  caught in tropical areas.  If a DC 20 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  12
  check is made it will be known that the 
  disease is primarily found in SSS 
  swamps. 
  � If Magic is detected – The Captain is 
  indeed under two magical affects.  The 
  first is faint and if DC13 Spellcraft check 
  is made it will be detected as a lingering 
  spells that is almost completely faded.  
  The second requires a DC 17 and 
  indicates that there is a powerful 
  transmutation that is on the Captain.  
  This is the Ancient Curse on him. 
  � If someone attempts to dispel magic on 
  the 
  Captain 
  (hopefully 
  they 
  ask 
  permission first) then they may be able 
  to dispel the curse for a short amount of 
  time.  It is a 7th level spell and an 16th 
  level caster.  It was actually focused 
  from an item by the chief spymaster of 
  Emperor Kabori.   
  � To remove the curse a Remove Ancient 
  Curse is required. 
   
  After just a few questions Shorgnoth will have a 
  couple of questions for the PCs as well.  It will 
  be important that the PCs eventually let him 
  know that they are looking for information on the 
  Sword of Kings.  Once they do ask, he will have 
  to listen to one of his advisors who enters as the 
  PCs are answering. 
   
  Captain Shorgnoth coughs a bit more as two 
  dwarven priests tend to his health.  “I do 
  have a couple of questions for you if you 
  could take a moment or two to answer them 
  for me.” 
   
  • 
  “Where are you from? And why would 
  you have interest in the Kingdom of 
  Karista?” 
  • 
  “How do you think you can assist our 
  Kingdom?” 
  • 
  “What would be the cost of your 
  assistance 
  against 
  the 
  Kabori 
  and 
  hobgoblin forces?” 
   
  One of the Captain’s advisors enters as you 
  finish answering and whispers something to 
  the dwarven leader.  “So you are interested 
  in the Sword of Kings.  I know many have 
  spent time researching the lost sword but no 
  one 
  has 
  ever 
  asked 
  those 
  most 
  knowledgeable in its lore.” 
   
  The 
  Captain 
  stands 
  with 
  some 
  assistance and walks to the side of the hall.  
  He returns with an ornate shield.  The shield 
  is engraved with a scene showing a regally 
  clad dwarven warrior presenting the sword 
  to an unknown persona.  “This shield was 
  embossed to celebrate the enchanting of the 
  Sword of Kings.  If you notice the King was 
  wearing the Regalia of Ka’Asa.   These are 
  the sacred garb and accoutrements of the 
  King and represent the Kingdom and its 
  power.  Some of the items were hidden when 
  Kabori came and we had thought others lost 
  to Kabori or his hobgoblin slaves.  However, 
  it has come to our attention that one we had 
  though lost has perhaps been found.  It is 
  not however in a safe place at all.  It is the 
  Crown of Ka’Asa.  We knew it had not left the 
  mountain for then it’s curse would have 
  come into play.  My scouts say they believe 
  they have a hint as to its location.  It is 
  guarded by both traps and hobgoblins.  
  Would you be willing to undertake a quest to 
  retrieve the crown and return it here to this 
  hall?” 
   
  He is able to answer many questions but I will 
  attempt to read the minds of the players and 
  predict the questions that they are most likely to 
  ask.  He asked them to return the crown to the 
  hall instead of to him just in case he dies before 
  they return. 
   
  • What is the curse on the Crown? “Loss of all 
  material weath by the thief.” 
  • What are the powers of the Crown?” There is 
  said to be many, however it is said that 
  the crown is responsible for the long and 
  healthy lives of our sovereigns.” 
  • Where can we find the crown? “The 
  hobgoblins have been spotted guarding 
  the entrance to the Depths of the 
  Mountain.  The depths are not pathways 
  into the mountain paths.  It is an ancient 
  place of testing for our youth during the 
  rituals of manhood.  It was corrupted by 
  the crow-worshipping dark elves over 100 
  years ago.  For a while young dwarves 
  still attempted the route however none 
  ever survived.” 
  • How many hobgoblins were found there?  “-
  My scouts report at least a half dozen of 
  them in the vicinity of the entrance”   
   
  Once the PCs have agreed and they have the 
  limited map to the Depth you can continue with 
  the following: 
   
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  13
  Captain Shorgnoth seems to perk up with 
  your acceptance.  He whispers a question to 
  his pair of priests.  One seems to consider 
  his words while the other reacts strongly 
  against whatever he said.  They confer for no 
  more than a minute before he turns back to 
  you, “Hmm, when our young warriors would 
  brave the Depths of the Mountain a ritual was 
  performed to guide and assist them.  This 
  ritual concluded with their return and their 
  acknowledgement by the King.  Although 
  you are not of the Clan, I have decided with 
  someone limited support of the priests to 
  offer you some of the benefits of the ritual.  
  Be aware that the benefits are minor and it 
  requires you to pledge yourself to return all 
  found in the depths to this hall.” 
   
  The Captain will turn to each PC and ask them if 
  they want to accept the benefits.  He will not 
  offer the benefits to ANY hobgoblin, orc or dark 
  elf. 
   
  The ritual is simply a ritual version of a geas / 
  quest spell in which the recipient gains a +1 
  divine bonus to attacks, saves and skills while 
  they are actively pursuing the quest.  They gain 
  a -1 per week they are not actively pursuing the 
  quest.  The spell ends when the recipient returns 
  to the hall with all that they have found. 
   
  By the way – if some in the group do NOT take 
  the benefit (or are not offered it) items can not 
  be just given to them.  The only way to trick the 
  spell would be if the recipient has no awareness 
  or suspicion that someone has taken something. 
   
  Once they have finished with the Captain they 
  will be offered some lunch before they depart.  
  Continue with Encounter 5 when they are ready.  
  They are allowed to sleep through the night if 
  they wish – remember they have used some 
  spells during the ambush earlier. 
   
   
  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 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. 
   
  Okay this encounter has a number of methods 
  that the PCs can take to complete the 
  encounter.  It might be a good time for a short 5 
  minute break.  Take the time to see what type of 
  items each PC is carrying with them.  You can 
  tell them that the Captain offers to protect any 
  items that they do not want to carry with them.  
  He also offers them each a backpack with 2 
  torches, 4 pitons, a small hammer, 15 feet of 
  rope and a flask of water.   
   
  What you are looking for is to see if any 
  of the PCs will be carrying the Banner of 
  Strength.  This item has been around for a while 
  and some PCs may still be carrying one.  If they 
  have make a note of it.  Be aware that the 
  description of the banner is: 
   
  A rectangular blood-red banner contains black 
  and white embroidery and brass clasps on one 
  of the short ends.  The large run in the center of 
  the standard is a very old arcane sigil meaning 
  “strength” or “might”. 
   
  The hobgoblins are alert outside the entrance to 
  the Depths.  They are relieved every week and 
  this is the fourth day for them. 
   
  Moving up the hills from the dwarven camp, 
  you spend almost four hours traversing the 
  rough terrain that exists at the foot of the 
  mountains.  Just over an hour ago the skies 
  darkened and strong gales of wind and rain 
  have made your progress even harder.  Over 
  the echoing thunder you hear the deep 
  complaints of hobgoblins up ahead. 
   
  The PCs are entering the camp area downwind 
  (just lucky this time).  There is absolutely no 
  chance of any PC actually flying in the gale 
  winds.  Without gravity and the friction of the 
  ground they will be pushed over 60 feet per 
  round back down the mountain side.   
   
  If the PCs even bother to scout ahead use the 
  following description, if they simply charge they 
  can start out 200 feet away from the entrance to 
  the Depths.  They have surprise during the first 
  round. 
   
  A pair of armor clad hobgoblins stand 
  suffering the wrath of nature.  Their blood-
  red tabards blowing chaotically in the wind.  
  A number of small wooden structures stand 
  nearby most likely housing the remainder of 
  the unit. 
   
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  14
  If one of your players has the banner go ahead 
  and allow them an Intelligence or Wisdom (their 
  choice) check with a DC of 15 to remember the 
  banner.  Obviously if the player keys on the item 
  then the roll is not required.  If more than one 
  player has the banner allow both to make the 
  roll.  If a player approaches in a non-hostile 
  manner with the banner displayed continue with 
  the following: 
   
  The hobgoblins on watch yell to their 
  companions who enter the wind and rain.  
  They stand in what might be confusion at 
  your approach.  Finally one moves towards 
  you, “What is the command of Emperor 
  Kabori?” it stammers in broken Merchant 
  Tongue.   
   
  It is time for the old bluff or diplomacy rolls – but 
  PLEASE don’t as a judge just turn to the dice.  
  Let the players do the role-playing and based on 
  the conversation have the speaker make either 
  a bluff or a diplomacy roll.  Any of the PCs that 
  took part in the conversation can attempt to 
  assist based on their statements during the 
  conversation.  In this case I want to utilize some 
  specialized rules: 
   
  � If someone tries to assist and fails the 
  overall score is reduced by one. 
  � If the speaker is speaking in hobgoblin 
  they receive a +1 to their roll. 
  � If the speaker is a hobgoblin they 
  receive a +1 to their roll. 
  � If the speaker is a dwarf they receive a -
  2 to their roll. 
   
  The DC needed is ATL +15.  Based on their roll 
  consult the following table: 
   
  Difference 
  in the Roll 
  from 
  the 
  DC 
  Result 
  -missed 
  DC by 5 or 
  more 
  The hobgoblins attack with a +1 
  morale bonus and fight to the 
  finish based on the insult to 
  their tribe. 
  Missed DC 
  by up to 4 
  The hobgoblins attack unless 
  they are immediately given the 
  banner 
  Made 
  the 
  DC by up 
  to 5 
  The 
  hobgoblins 
  are 
  very 
  interested in dealing for the 
  banner.  They will allow the PCs 
  passage into and out of the 
  Depths in exchange. 
  Made 
  the 
  DC by 6 or 
  more 
  The hobgoblins tell the PCs 
  their story and offer them a 
  token 
  of 
  their 
  honor 
  in 
  exchange for the banner. 
  If the PCs gain the hobgoblin story they will find 
  the following information: 
   
  • 
  The banner was lost in a battle against 
  the Empire generations ago.  Many 
  banners fell and were taken as prizes by 
  the Kalamarans. 
  • 
  It is the tribal symbol of their Strength. 
  • 
  Kabori has promised the return of all the 
  lost banners for another 10 years of 
  service.  Obviously he does not have 
  the ability to live up to this promise. 
   
  If the PCs attack the hobgoblins continue with 
  the battle as per the map and the tiering below: 
   
  ATL 1 
  Hobgoblin Warriors (3): Fighter 1:  AL LE; Init 
  +1; hp 14; AC 16, touch 11, flat-footed 15; 
  BaB/Grapple +1 / +4; Atk Two-handed sword +5 
  (2d6+6/19-20x2); SV Fort +6, Ref +1, Will +0; 
  Feats: Weapon Focus (two-handed sword), 
  Power Attack 
   
  Hobgoblin Leader: Fighter 2 (Cpl):  AL LE; ; 
  Init +1; hp 25; AC 16, touch 11, flat-footed 15; 
  BaB/Grapple +2 / +5; Atk Two-handed sword +6 
  (2d6+6/19-20x2); SV Fort +7, Ref +1, Will +0; 
  Feats: Weapon Focus (two-handed sword), 
  Power Attack, Cleave 
   
  ATL 3 
  Hobgoblin Warriors (5): Fighter 1:  AL LE; ; 
  Init +1; hp 14; AC 16, touch 11, flat-footed 15; 
  BaB/Grapple +1 / +4; Atk Two-handed sword +5 
  (2d6+6/19-20x2); SV Fort +6, Ref +1, Will +0; 
  Feats: Weapon Focus (two-handed sword), 
  Power Attack 
   
  Hobgoblin Leader: Fighter 2 (Cpl):  AL LE; ; 
  Init +1; hp 25; AC 16, touch 11, flat-footed 15; 
  BaB/Grapple +2 / +5; Atk Two-handed sword +6 
  (2d6+6/19-20x2); SV Fort +7, Ref +1, Will +0; 
  Feats: Weapon Focus (two-handed sword), 
  Power Attack, Cleave 
   
  ATL 5 
  Hobgoblin Warriors (5): Fighter  2:  AL LE; ; 
  Init +1; hp 25; AC 16, touch 11, flat-footed 15; 
  BaB/Grapple +2 / +5; Atk Two-handed sword +6 
  (2d6+6/19-20x2); SV Fort +7, Ref +1, Will +0; 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  15
  Feats: Weapon Focus (two-handed sword), 
  Power Attack, Cleave 
   
  Hobgoblin Leader (Sgt): Fighter 3:  AL LE; ; 
  Init +1; hp 36; AC 16, touch 11, flat-footed 15; 
  BaB/Grapple +3 / +6; Atk Two-handed sword +7 
  (2d6+6/19-20x2); SV Fort +8, Ref +2, Will +3; 
  Feats: Weapon Focus (two-handed sword), 
  Power Attack, Cleave, Iron Will 
   
  ATL 7 
  Hobgoblin Warriors (7): Fighter 3:  AL LE; ; 
  Init +1; hp 36; AC 16, touch 11, flat-footed 15; 
  BaB/Grapple +3 / +6; Atk Two-handed sword +7 
  (2d6+6/19-20x2); SV Fort +8, Ref +2, Will +3; 
  Feats: Weapon Focus (two-handed sword), 
  Power Attack, Cleave, Iron Will 
   
  Hobgoblin Leader (Sgt): Fighter 5:  AL LE; ; 
  Init +1; hp 58; AC 16, touch 11, flat-footed 15; 
  BaB/Grapple +5 / +8; Atk Two-handed sword +9 
  (2d6+8/19-20x2) or Spear +6 (1d8+4/20); SV 
  Fort +9, Ref +3, Will +4; Feats: Weapon Focus 
  (two-handed sword), Power Attack, Cleave, Iron 
  Will, Weapon Specialization, Weapon Focus 
  (Spear) 
   
  ATL 9 
  Hobgoblin Warriors (7): Fighter 5:  AL LE; ; 
  Init +1; hp 58; AC 16, touch 11, flat-footed 15; 
  BaB/Grapple +5 / +8; Atk Two-handed sword +9 
  (2d6+8/19-20x2) or Spear +6 (1d8+4/20); SV 
  Fort +9, Ref +3, Will +4; Feats: Weapon Focus 
  (two-handed sword), Power Attack, Cleave, Iron 
  Will, Weapon Specialization, Weapon Focus 
  (Spear) 
   
  Hobgoblin Leader (Sr. Sgt): Fighter 9:  AL LE; 
  hp 111; AC 19, touch 11, flat-footed 18; 
  BaB/Grapple +9 / +12; Atk Two-handed sword 
  +14 / +9 (2d6+9/17-20x2) or Spear +10 / +5 
  (1d8+4/20); SV Fort +13, Ref +5, Will +6; Feats: 
  Weapon Focus (two-handed sword), Power 
  Attack, 
  Cleave, 
  Iron 
  Will, 
  Weapon 
  Specialization, Weapon Focus (Spear), Combat 
  Expertise, Improved Disarm, Improved Critical 
  (two-handed sword), Greater Weapon Focus 
  (two-handed sword) 
   
  ATL 11 
  Hobgoblin Warriors (7): Fighter 5:  AL LE; ; 
  Init +1; hp 58; AC 16, touch 11, flat-footed 15; 
  BaB/Grapple +5 / +8; Atk Two-handed sword +9 
  (2d6+8/19-20x2) or Spear +6 (1d8+4/20); SV 
  Fort +9, Ref +3, Will +4; Feats: Weapon Focus 
  (two-handed sword), Power Attack, Cleave, Iron 
  Will, Weapon Specialization, Weapon Focus 
  (Spear) 
   
  Hobgoblin Sergeant (Sr. Sgt): Fighter 9:  AL 
  LE; Init +1; hp 111; AC 19, touch 11, flat-footed 
  18; BaB/Grapple +9 / +12; Atk Two-handed 
  sword +14 / +9 (2d6+9/17-20x2) or Spear +10 / 
  +5 (1d8+4/20); SV Fort +13, Ref +5, Will +6; 
  Feats: Weapon Focus (two-handed sword), 
  Power Attack, Cleave, Iron Will, Weapon 
  Specialization, Weapon Focus (Spear), Combat 
  Expertise, Improved Disarm, Improved Critical 
  (two-handed sword), Greater Weapon Focus 
  (two-handed sword) 
   
  Hobgoblin Leader (Captain): Fighter 9 / 
  Ranger 3:  AL LE; Init +4; hp 147; AC 18, touch 
  12, flat-footed 18; BaB/Grapple +12 / +17; Atk 
  Two-handed sword +17 / +12 (2d6+9/17-20x2) 
  or Spear +14 / +9 (1d8+5/20); SV Fort +16, Ref 
  +8, Will +7; Feats: Weapon Focus (two-handed 
  sword), Power Attack, Cleave, Iron Will, Weapon 
  Specialization, Weapon Focus (Spear), Combat 
  Expertise, Improved Disarm, Improved Critical 
  (two-handed sword), Greater Weapon Focus 
  (two-handed sword), Power Critical, Improved 
  Initiative 
   
  ATL 13 
  Hobgoblin Warriors (7): Fighter 5:  AL LE; ; 
  Init +1; hp 58; AC 16, touch 11, flat-footed 15; 
  BaB/Grapple +5 / +8; Atk Two-handed sword +9 
  (2d6+8/19-20x2) or Spear +6 (1d8+4/20); SV 
  Fort +9, Ref +3, Will +4; Feats: Weapon Focus 
  (two-handed sword), Power Attack, Cleave, Iron 
  Will, Weapon Specialization, Weapon Focus 
  (Spear) 
   
  Hobgoblin Sergeant (Sr. Sgt) (2): Fighter 9:  
  AL LE; Init +1; hp 111; AC 19, touch 11, flat-
  footed 18; BaB/Grapple +9 / +12; Atk Two-
  handed sword +14 / +9 (2d6+9/17-20x2) or 
  Spear +10 / +5 (1d8+4/20); SV Fort +13, Ref +5, 
  Will +6; Feats: Weapon Focus (two-handed 
  sword), Power Attack, Cleave, Iron Will, Weapon 
  Specialization, Weapon Focus (Spear), Combat 
  Expertise, Improved Disarm, Improved Critical 
  (two-handed sword), Greater Weapon Focus 
  (two-handed sword) 
   
  Hobgoblin Leader (Captain): Fighter 9 / 
  Ranger 6:  AL LE; Init +4; hp 183; AC 21, touch 
  12, flat-footed 18; BaB/Grapple +15 / +20; Atk 
  Two-handed sword +20 / +15 / +10 (2d6+9/17-
  20x2) or Spear +14 / +9 (1d8+5/20); SV Fort 
  +16, Ref +8, Will +7; Feats: Weapon Focus 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  16
  (two-handed sword), Power Attack, Cleave, Iron 
  Will, Weapon Specialization, Weapon Focus 
  (Spear), Combat Expertise, Improved Disarm, 
  Improved Critical (two-handed sword), Greater 
  Weapon Focus (two-handed sword), Power 
  Critical, 
  Improved 
  Initiative, 
  Monkey 
  Grip, 
  Improved Sunder 
   
  Whether they deal with the hobgoblins in a 
  peaceful manner or they simply kill them the way 
  should be clear and they will be able to move on 
  to Encounter 6.   
   
   
  ENCOUNTER 6 
   
  Summary: Descent into the Depths of the 
  Mountain.  This is quite possibly a death trap 
  and wise PCs may take a number of 
  opportunities to leave thus ending the event.  
  However, if the PCs have managed to survive 
  Encounter 5 with little injury or have the means 
  and perseverance to continue they may discover 
  a great deal about themselves as well as the 
  Kalamaran Empire.  This encounter is broken 
  into 8 sub-sections. 
   
  Entrance Description:  The dark cave behind 
  the hobgoblin camp bellows steam and fog 
  as the rain continues to fall.  Thunder echoes 
  throughout the hills as they are lit by a burst 
  of lightning.  The cave continues to breath as 
  you ponder its blackness. 
   
  The cave is quickly closes to approximately 6 
  feet high and 6 feet wide.  Obviously there will 
  be issues for taller PCs and utilization of two-
  handed or ranged weapons.  To make it simple 
  two-handed weapons, bows and spear-like 
  weapons will be ineffective in the closed 
  quarters. 
   
  The passage immediately begins to slope 
  downward at about a 12 degree angle.  Players 
  may not believe that is too steep but given the 
  slow drizzle of water flowing through the tunnel 
  makes footing exceedingly treacherous.  
   
  Remember at any point the PCs can take 
  actions.  At the end of each section the distance 
  to the next description is listed. 
   
  DISTANCE TO NEXT DESCRIPTION: 0 feet 
   
  Tunnel to First Door: The slippery cave 
  continues downward maybe 100 or so paces.  
  Surprisingly there is a stout ironbound door 
  at the end of the cave. Thick bands with solid 
  appearing rivets hold the dark wooden door 
  to the frame.  A constructed wall juts from 
  each side of the cave to support the 
  doorframe.  It is not however air-tight as 
  water still flows slowly past the door and fog 
  breaths forward out from the edges of the 
  door.   
   
   The door is trapped.  There are small rods that 
  are kept from moving by the closed door.  Inside 
  the door frame are small holes which either 
  detect movement or others that fire small darts.  
  The darts attack as per the table below which 
  also shows the DC to disarm the trap which can 
  be done by holding those small rods in while the 
  door is opened.  Nasty note:  There are rods on 
  the door frame but also a small number on the 
  floor under the door.  It has a similar trigger but 
  should be disarmed as a second trap. The 
  column with the # of darts has a second value of 
  the total number remaining in the door so it can 
  run out of ammunition, otherwise, it fires for 
  each PC that goes through (and back through 
  on the way out if forgotten) 
   
  Tier 
  Disarm 
  DC 
  # 
  of 
  Darts 
  Atk 
  Value 
  # Floor 
  Darts 
  1 
  12 
  2 / 10 
  +1 
  1 / 5 
  3 
  15 
  2 / 20 
  +3 
  1 / 10 
  5 
  18 
  4 / 20 
  +5 
  2 / 10 
  7 
  21 
  4 / 40 
  +7 
  2 / 20 
  9 
  24 
  6 / 60 
  +9 
  3 / 30 
  11 
  27 
  6 / 100 
  +11 
  3 / 50 
  13 
  30 
  8 / 120 
  +13 
  4 / 60 
   
  The tunnel continues downward at a slightly less 
  gradient (8 degrees).   
   
  DISTANCE TO THE NEXT DESCRIPTION: 80 ft 
   
  Tunnel to the Second Door:  The water flows 
  slower over the slight decline into the earth.  
  Another fifty or so paces to another iron 
  bound door.  This door is similar except for 
  the three raised runes that rise from the iron 
  bands. 
   
  The runes are found on Players Handout #5.  
  The solution is rune 2, rune 1 then rune 3.  Birth, 
  Youth and Ending.  The PCs must merely touch 
  a rune.  If it is the correct rune in the order then 
  nothing seems to happen.  If it is the incorrect 
  rune then the PC that touches the rune will 
  suffer 1d4 + ATL points of force damage. Now 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  17
  the damage may seem high – however realize 
  that the most wrong answers any group should 
  receive is 3.  The Runes are ancient elven.  A 
  PC who speaks and reads elven is allowed a DC 
  5 + ATL to understand the symbol of each rune.  
  Once the correct sequence is pressed the door 
  will open. 
   
  DISTANCE TO THE NEXT DESCRIPTION: 50 ft 
   
  Tunnel to the Third Door: The tunnel continues 
  into the darkness however the passages 
  have become much smoother.  There is a 
  slight decline to the tunnel and small trickles 
  of water follows you through the doorway.  
  Only a dozen or so paces from the door a 
  pair of torches unseen against the wall 
  suddenly light throwing light up and down 
  the corridor.  Adjusting to the light you see 
  another 50 feet of corridor ending in a door 
  with lit torches every ten feet right up to the 
  doorway. 
   
  Okay there is another trap here.  Trap – Puzzle 
  – Trap.  The issue is that there is a latch on the 
  far side of the door.  When the door opens the 
  latch moves which releases two of the torches 
  and sends gas into the torches.  The gas builds 
  up over time and the torches and door reset 
  themselves.  The trap can be discovered in two 
  different ways.  If a rogue attempts to search the 
  torches themselves then there is a DC 10 + ATL 
  Search chance to notice that at least two of the 
  torches are not solidly connected to the walls.  A 
  DC 20 + ATL chance of discovering the latch on 
  the top of the door.  The latch is very difficult to 
  disarm since it will require the removal of the 
  latch without setting it off.  There is no way to 
  open the door normally without somehow 
  removing the latch.  There is also a simple 
  needle trap DC 5 + ATL to find on the door itself.  
  Use the following table for these traps: 
   
   
  Tier 
  Torch 
  Dmg 
  Torch 
  Disable 
  DC 
  Needle 
  Disable 
  DC 
  Needle 
  Dmg 
  Latch 
  Disable 
  DC 
  1 
  1d4+1 
  14 
  10 
  1d2 
  + 
  DC 
  10 
  poison 
  (1 Dex) 
  18 
  3 
  1d6+3 
  16 
  13 
  1d2 
  + 
  DC 
  12 
  poison 
  (1d2 
  dex) 
  20 
  5 
  2d4 +5 
  18 
  16 
  1d4 
  + 
  DC 
  14 
  poison 
  (1d4 
  dex) 
  22 
  7 
  3d6 +7 
  20 
  19 
  1d6 
  + 
  DC 
  16 
  poison 
  (1d6 
  Dex) 
  24 
  9 
  3d8 + 9 
  22 
  22 
  1d6 
  + 
  DC 
  19 
  poison 
  (1d6 
  Dex, 
  1d6 
  Dex) 
  26 
  11 
  4d6 
  + 
  11 
  24 
  25 
  2d6 
  + 
  DC 
  19 
  poison 
  (1d6 
  Dex, 
  1d6 
  Dex) 
  28 
  13 
  5d8 
  + 
  13 
  26 
  28 
  3d6 
  + 
  DC 
  19 
  poison 
  (1d6 
  Dex, 
  1d6 
  Dex) 
  30 
   
   
   DISTANCE TO THE NEXT DESCRIPTION 150 
  ft 
   
  Tunnel to the Fourth Door: There is only a 1-2 
  inch layer of fog over the floor of this tunnel 
  and it seems to have almost flattened out.  
  The tunnel is extremely warm and humid and 
  soon the light of the torches is left behind 
  and the tunnel becomes dark once again.  
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  18
  The doorway this time is again iron bound 
  but seems to be of a white ash.  A strong 
  hardwood but in contrast to the previous 
  doors before.  As you approach you can see 
  the corpses of a number of dwarves that died 
  without passing this door.  Some type of 
  script is carved into the door and marked 
  black with ink or coal. 
   
  The corpses are those of the last three dwarven 
  boys that attempted to enter the Depths.  
  Obviously they failed in their attempt to pass the 
  door.  The script is in Dark Elf.  If a PC can read 
  Dark Elf then hand them Players Handout #6.  If 
  not as they approach a voice “sings” once in 
  Merchant tongue the following,  
   
  Created with hatred and deception in mind, 
  Placed here to prevent all passage behind. 
  The answer comes natural to the urchin, 
  The Rogue and the Merchant. 
  Deception with purpose spoken to another, 
  To the enchanter his bread and his butter. 
  Speak truth with the answer to this riddle, 
  Or beware as bones crack and grow brittle 
   
  It does not repeat the words so players will need 
  to listen closely and perhaps write the words 
  down.  Please read them slowly and clearly 
  once.  If they can not solve the riddle it will 
  probably be impossible to continue.  The door 
  may be able to be broken down as per the 
  normal rules but each touch of the door does 
  cold damage to the attacker/toucher.  The 
  damage is tiered as seen below: 
   
  Tier 
  Damage 
  1 
  1d4 + Fortitude save DC 13 to avoid 1 pt 
  Con dmg 
  3 
  1d6 + Fortitude save DC 15 to avoid 1 pt 
  Con dmg 
  5 
  2d6 + Fortitude save DC 17 to avoid 1 pt 
  Con dmg 
  7 
  3d6 + Fortitude save DC 19 to avoid 1 pt 
  Con dmg 
  9 
  3d6 + Fortitude save DC 21 to avoid 2 pt 
  Con dmg 
  11 
  4d6 + Fortitude save DC 23 to avoid 2 pt 
  Con dmg 
  13 
  6d6 + Fortitude save DC 25 to avoid 2 pt 
  Con dmg 
   
  IF the PCs have any cold resistance and that 
  reduces the damage to 0 or below then they do 
  not need to make the Fortitude save.  Might be 
  important if one of them purchased the High 
  Mountain Ring earlier.   
   
  Oh you might be looking at the riddle and be 
  looking for the answer.  Let me walk through the 
  answer so that you can explain it later if the 
  players are not able to solve the riddle.  As 
  mentioned by the Captain the Depths were 
  invaded and corrupted by the dark elves.  Thus, 
  the creator (enchanter) was a dark elf.  Created 
  with deception in mind means that the answer 
  may not be the answer to the riddle.  The white 
  door is meant to indicate that the answer may be 
  opposite of what it seems.  Lies come natural to 
  the urchin, the rogue and the merchant.  Lies 
  are deceptions spoken to another.  And lies 
  were the bread and butter of the dark elf that 
  placed the enchantments on the door.  Speak 
  TRUTH, and truth being opposite of lies is the 
  correct answer to the riddle. 
   
  DISTANCE TO THE NEXT DESCRIPTION 300 
  ft. 
   
  Tunnel to the Bridge: The tunnel actually 
  opens a bit.  It slowly expands to about 10 
  feet wide and although still dark the height of 
  the tunnel increases to a staggering 15 feet.  
  Water drips from the stalagmites hanging 
  from the ceiling as the temperature gets even 
  warmer and fog hangs throughout the air.  
  Although hidden in the fog the feel of the 
  floor changes from natural to worked smooth 
  stone. After fifty to sixty paces a light begins 
  to be seen in the fog ahead.  A red glow that 
  lights up the fog. 
   
  So easy to mistrust the poor author.  By now it is 
  hoped that the PCs will be looking for traps and 
  moving slowly down the hallway.  That is just 
  where we want them.  There is no trap here 
  however the dark elves did start a small colony 
  of darkmantles here in the cave.  They have 
  survived on the natural water and the occasional 
  dwarf.  They will start up on the ceiling and 
  attempt to drop down on the PCs.  The number 
  of darkmantle indicates their current numbers 
  due to starvation (lack of dwarves). 
   
  ATL 1 
  Darkmantle (1) small magical beast: AL N; HD 
  1d10+1; hp 6; Init +4; Spd 20 ft, fly 30 ft; AC 17, 
  touch 11, flat-footed 17; Base Attack/Grapple +1 
  / +0; Atk Slam +5 melee (1d4+4); Space/Reach 
  5 ft/5 ft; SA Darkness, Improved Grab, Constrict 
  1d4+4; SQ Blindsight 90 ft; Saves Fort +3, Ref 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  19
  +2, Will +0; Abilities Str 16, Dex 10, Con 13, Int 
  2, Wis 10, Chr 10; Skills Hide +10 
   
  ATL 3 
  Darkmantle (3) small magical beast: AL N; HD 
  1d10+1; hp 11; Init +4; Spd 20 ft, fly 30 ft; AC 
  17, 
  touch 
  11, 
  flat-footed 
  17; 
  Base 
  Attack/Grapple +1 / +0; Atk Slam +5 melee 
  (1d4+4); Space/Reach 5 ft/5 ft; SA Darkness, 
  Improved Grab, Constrict 1d4+4; SQ Blindsight 
  90 ft; Saves Fort +3, Ref +2, Will +0; Abilities Str 
  16, Dex 10, Con 13, Int 2, Wis 10, Chr 10; Skills 
  Hide +10 
   
  ATL 5 
  Darkmantle (6) small magical beast: AL N; HD 
  1d10+1; hp 11; Init +4; Spd 20 ft, fly 30 ft; AC 
  17, 
  touch 
  11, 
  flat-footed 
  17; 
  Base 
  Attack/Grapple +1 / +0; Atk Slam +5 melee 
  (1d4+4); Space/Reach 5 ft/5 ft; SA Darkness, 
  Improved Grab, Constrict 1d4+4; SQ Blindsight 
  90 ft; Saves Fort +3, Ref +2, Will +0; Abilities Str 
  16, Dex 10, Con 13, Int 2, Wis 10, Chr 10; Skills 
  Hide +10 
   
  ATL 7 
  Darkmantle (6) small magical beast: AL N; HD 
  3d10+1; hp 23; Init +4; Spd 20 ft, fly 30 ft; AC 
  17, 
  touch 
  11, 
  flat-footed 
  17; 
  Base 
  Attack/Grapple +3 / +2; Atk Slam +7 melee 
  (1d4+4); Space/Reach 5 ft/5 ft; SA Darkness, 
  Improved Grab, Constrict 1d4+4; SQ Blindsight 
  90 ft; Saves Fort +5, Ref +4, Will +1; Abilities Str 
  16, Dex 10, Con 13, Int 2, Wis 10, Chr 10; Skills 
  Hide +10 
   
  ATL 9 
  Darkmantle (12) small magical beast: AL N; 
  HD 3d10+1; hp 23; Init +4; Spd 20 ft, fly 30 ft; 
  AC 
  17, 
  touch 
  11, 
  flat-footed 
  17; 
  Base 
  Attack/Grapple +3 / +2; Atk Slam +7 melee 
  (1d4+4); Space/Reach 5 ft/5 ft; SA Darkness, 
  Improved Grab, Constrict 1d4+4; SQ Blindsight 
  90 ft; Saves Fort +5, Ref +4, Will +1; Abilities Str 
  16, Dex 10, Con 13, Int 2, Wis 10, Chr 10; Skills 
  Hide +10 
   
  ATL 11 
  Darkmantle (16) small magical beast: AL N; 
  HD 3d10+1; hp 23; Init +4; Spd 20 ft, fly 30 ft; 
  AC 
  17, 
  touch 
  11, 
  flat-footed 
  17; 
  Base 
  Attack/Grapple +3 / +2; Atk Slam +7 melee 
  (1d4+4); Space/Reach 5 ft/5 ft; SA Darkness, 
  Improved Grab, Constrict 1d4+4; SQ Blindsight 
  90 ft; Saves Fort +5, Ref +4, Will +1; Abilities Str 
  16, Dex 10, Con 13, Int 2, Wis 10, Chr 10; Skills 
  Hide +10 
   
  ATL 13 
  Darkmantle (16) small magical beast: AL N; 
  HD 3d10+1; hp 23; Init +4; Spd 20 ft, fly 30 ft; 
  AC 
  17, 
  touch 
  11, 
  flat-footed 
  17; 
  Base 
  Attack/Grapple +3 / +2; Atk Slam +7 melee 
  (1d4+4); Space/Reach 5 ft/5 ft; SA Darkness, 
  Improved Grab, Constrict 1d4+4; SQ Blindsight 
  90 ft; Saves Fort +5, Ref +4, Will +1; Abilities Str 
  16, Dex 10, Con 13, Int 2, Wis 10, Chr 10; Skills 
  Hide +10 
   
  Dwarven Ghost, Medium Undead: AL LN; HD 
  3d12; hp 26; Init +5; Spd Fly 30 ft.; AC 12; Base 
  Attack +3 / +6; Atk Incorporeal Touch +4 melee 
  (1d6); SA corrupting gaze (DC 13 – or 2d10 + 
  1d4 Charisma dmg), Frightful Moan (DC 13 Will 
  save or become panicked in fear for 2d4 
  rounds); SQ Rejuvenation, Darkvision 60 ft, 
  incorporeal traits, +4 turn resistance, undead 
  traits; Saves Fort +4, Ref +2, Will +2 
   
  PCs should be able to fight off the surprise 
  attacking darkmantles.  They have surprise but 
  have very few hit points.  When at least six of 
  them half will cast darkness as the other half 
  attack.  This should limit the PCs response 
  options. 
   
  DISTANCE TO THE NEXT DESCRIPTION 10 ft 
   
  The Bridge: With the stange creatures behind 
  you it is finally possible to discover the 
  source of the red glow in the mists.  The 
  glow comes from a significant pool of lava 
  that rests about 60 feet below a strange 
  bridge to a stone central pillar.  The pillar is 
  20 feet away from the passage and is 
  probably about 15 feet across.  In the center 
  of the pillar is a pedestal with what appears 
  to be a crown upon it. The bridge crosses the 
  20 foot gap between the tunnel and the pillar 
  of stone.  It appears to be metal forged with 
  holes through the bridge as drilled holes 
  above drop small amounts of water down 
  onto the hissing bridge. 
   
  There is a trap here and it is all in the minds of 
  the PCs and players.  Yes the bridge is hot.  
  Bare feet will burn severely.  Leather boots 
  (even magical ones) will be damaged.  Metal 
  armor will get warm but will not be permanently 
  harmed.  The goal of this room was originally to 
  challenge the dwarven youth to boldly march 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  20
  forward.  The holes in the bridge do not greatly 
  weaken the strength of the bridge.  However the 
  bridge will bend and sway if more than one 
  dwarf’s weight were put upon it.  The holes allow 
  the heat of the lava to be strongly felt by those 
  on the bridge however the water keeps the 
  bridge from becoming too hot. 
   
  Crossing the bridge will result in non-lethal 
  damage as the heat immediately penetrates the 
  PC.  The amount of non-lethal damage and the 
  Fortitude save needed to half the damage is 
  shown below: 
   
  Tier 
  Damage 
  Fort save DC 
  1 
  1d8 
  12 
  3 
  2d6 
  14 
  5 
  3d6 
  16 
  7 
  4d6 
  18 
  9 
  6d6 
  20 
  11 
  8d6 
  22 
  13 
  10d6 
  24 
   
  Now please remember that officially only one of 
  the PCs needs to cross the bridge so not every 
  PC is required to attempt the crossing.  You can 
  read the following when the first player crosses. 
   
  The bridge dips slightly as you begin your 
  crossing the heat and steam immediately 
  slam through your body.  However, you 
  persevere and find yourself still warm but on 
  the central pillar.  The crown, as described 
  by the Captain, sits upon a pedestal.  There 
  does not seem to be anything impeding you 
  from gaining the crown. 
   
  They may think that the crown is trapped but it 
  actually is not.  Most of the traps were placed 
  here prior to the placement of the crown.  A PC 
  simply must pick up the crown.   
   
  Now it is important to review the way back 
  unless the PCs have a method of magically 
  transporting themselves out of the Depths.  
  Whoever crossed the bridge will need to recross 
  it with the same saving throws.  The darts may 
  still be active on Door 1.  All the other traps will 
  reset eventually but not for another 1d4 days. 
   
  You can role-play their exit and validate (if 
  possible) with the hobgoblins.  If you still have 
  time in the round continue with Encounter 7, 
  otherwise simply ask the PCs if they are going to 
  return all the items found (would include 
  dwarven bodies and equipment) or are they 
  going to try to hide something.  Once they have 
  told you go to the appropriate Conclusion.  
   
  ENCOUNTER 7 
   
  Summary:  A Return.  This is run ONLY if the 
  PCs are successful in Encounter 6 of the event.  
  And they are going to return all the acquired 
  goods.  It is all role-playing and rewarding. 
   
  The dwarves wait anxiously as word of your 
  approaches has preceded you.  The rain has 
  stopped although it is still windy and 
  overcast.  Many crowd into the great hall as 
  Captain Shorgnoth awaits you with his same 
  priests at hand.  His condition seems 
  unchanged although he seems pleased to 
  see you, “Greetings and well met.  My priests 
  tell me you have been to the Depths.  What 
  have you experienced and found?” 
   
  Allow the PCs to tell their tale.  You can get a 
  Perform (oratory) roll if they are trying to really 
  TELL the tale.  If they have the crown and the 
  bodies continue with Part A.  If they have the 
  bodies but not the crown continue with Part B. 
   
  PART A 
   
  Captain Shorgnoth smiles and stands to 
  grasp you in an uncharacterized hug!  
  People of Karista, these strangers have 
  braved the Depths, braved the traps of the 
  crow-bitten dark elves and have returned 
  with the Crown of Regalia.  They have 
  succeeded where scores have failed.  You 
  have given me your allegiance but I call for 
  your voice.  Shall they be now and forever 
  friends of Karasta?  Shall their names be 
  inscribed in the Book of the Valiant?” 
   
  A 
  resounding 
  YEA! 
  Echoes 
  throughout the chamber.  “So do we declare 
  those named (the ones who undertook the oath 
  and took the geas quest) are hereby full 
  members of the Clan of Karista and the 
  others whose aid was undoubtedly valuable 
  are to be recorded as dwarf friends. They are 
  to be given tokens of our esteem and 
  provided their choice of our weaponsmith’s 
  creations. 
   
  PART B 
   
  Captain Shorgnoth smiles and looks saidly 
  upon bodies you have recovered.  My friends 
  I curse each and every one of those crow-
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  21
  cursed 
  dark 
  elves. 
   
  However 
  though 
  saddened at the loss of our youth, the 
  retrieval of their bodies and remains will 
  bring closure to their families.  To each of 
  you who pledged yourselves to this quest we 
  bestow upon you the title of Clan Friend.  
  Our weaponsmith’s will provide each of you 
  one of their finest weapons in thanks for 
  your effort. 
   
  CONCLUSION 
   
  Summary: News of the sword, News of the 
  empire, News of the war and possible allies are 
  all possible in this encounter.  Also possible is 
  News of Defeats, News of Deaths and News of 
  Armies upon failures. 
   
  CONCLUSION A – befriended the hobgoblins 
   
   
  While recuperating from your trials 
  word arrives that the war with Kabori was 
  won and even now he is facing active 
  resistance 
  from 
  the 
  Karista 
  Dwarves.  
  However not all of the news is good news.  
  General P’Mare was not able to discover any 
  clues to the sword in the Wild Lands. 
  However the locations to a number of battle 
  sights in the Young Kingdoms was sent with 
  the news.  
   
  Surprisingly a dwarf returns to the 
  village with a story of “friendly” hobgoblins 
  who returned one of his lost sheep.  They 
  sent a message to your group, “The leaders 
  are gathering, we can provide passage if you 
  dare speak your case.”   
   
   
  CONCLUSION B – did not befriend the 
  hobgoblins 
   
   
  While recuperating from your trials 
  word arrives that the war with Kabori was 
  won and even now he is facing active 
  resistance 
  from 
  the 
  Karista 
  Dwarves.  
  However not all of the news is good news.  
  General P’Mare was not able to discover any 
  clues to the sword in the Wild Lands.  
  However the locations to a number of battle 
  sights in the Young Kingdoms was sent with 
  the news. 
   
   
  The End 
   
   
   
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  22
  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 1: Discovering the Location of the Dwarves in town 
  25 
  50 
  75 
  Encounter 2: Defeating the Ambush 
  100 
  150 
  250 
  Encounter 4:  <BONUS>  Healing the Captain 
  25 
   
  50 
   
  75 
   
  Encounter 5: Defeating the Hobgoblins  OR 
                        <BONUS>  Befriending the Hobgoblins 
  50 
  25 
  100 
  50 
  225 
  100 
   
  Encounter 6: Finding / Disarming First Trap 
                       Solving Puzzle on Second Door 
                       Finding / Disarming Trap on Third Door 
                       Solving the Puzzle on the Fourth Door 
                       Defeating the Ambush 
  25 
  25 
  25 
  75 
  75 
  50 
  50 
  50 
  100 
  100 
  75 
  75 
  75 
  150 
  150 
  Encounter 7: Returning all the items found 
  25 
  50 
  75 
   
   
   
   
   
   
   
   
  Discretionary Role Playing Experience 
  75 
  100 
  150 
  Total Possible 
  500 
  800 
  1300 
   
   
  TREASURE 
   
  Encounter 3: only purchased items 
                        
  Encounter 5:  8 gp per hobgoblin – none if they are befriended 
   
  Encounter 7: Masterwork Dwarven Steel weapon of the PCs choice. 
   
  Conclusion: Dwarf Friend – The dwarves have given the PC a token that provides a +2 circumstance 
  bonus to all Cha checks with dwarves and negates half of any racial penalties.  It provides a +5 bonus 
  when dealing with Karista dwarves.  
   
  Member of Clan Karista – your name has been inscribed in the rolls of the Clan.  You are respected in the 
  tribe and receive a 20% discount on all goods purchased from Clan members. 
   
  OTHER AWARDS 
  Judge P’Mare Certificate D – nothing special can be combined with other Series certificates 
   
  High Mountain Ring –  This ring helps protect the wearer from the chilling temperatures at the upper 
  mountain ranges 
   
   
  Tier 1 – Ring of Endure Elements – Cold 
   
   
  Tier 2 – Ring of Cold Resistance 5 
   
   
  Tier 3 – Ring of Cold Resistance 10.   
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  23
   
  Pickler Heavy Pick - This heavy pick is enchanted and said to be the bane of all the elven races.  It has 
  been carried to war three times in the last 40 years and failed to slay even one goblin thus the dwarves 
  are willing to set it free into the world.  They will get it back later 
   
   
  Tier 1 – Dwarven Steel Heavy Pick +1 
   
   
  Tier 2 – Dwarven Steel Heavy Pick +1 Elf Bane 
   
   
  Tier 3 – Dwarven Steel Heavy Pick +2 Elf Bane 
   
  The Wind Shield - This heavy dwarven steel shield protects the wielder in the normal fashion and has 
  been known to provide excellent protection from all missile weapons (although no record of it being 
  wielded against giants).  It has the symbol of a lightning bolt coming straight down between two crossed 
  halberds. 
   
   
  Tier 1 – Heavy Shield +1 
   
   
  Tier 2 – Heavy Shield +1, Deflect Missiles (CL6) 1/day,  
   
   
  Tier 3 – Heavy Shield +2, Deflect Missiles (CL 8) 3/day   
   
  Dark Helmet of Despair - This magical helmet is made of a black Mithril alloy.  The ore has not been 
  seen in generations and this is the only piece of this material that the village has in its possession.  The 
  helmet protects the wearer while projecting an aura of despair to their enemies in combat with the wearer.  
  It will magically fit the wearer.   
   
   
  Tier 1 – Helmet +1, Fear (CL6) 1/day,  
   
   
  Tier 2 – Helmet +2, Fear (CL6) 1/day,  
   
   
  Tier 3 – Helmet +3, Fear (CL8) 2/day 
   
  Judge Certificate – Four for the Dwarves – Without stalwart judges like yourself, we could not possibly 
  have gotten as far as we have with the Living Kingdoms of Kalamar campaign and we thank you! This is 
  the Fourth of 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: 
  • 
  Upgrade to Divinity armor for an existing piece of enchanted or masterwork armor. Kalamar 
  Players Guide to the Sovereign Lands – p 250 
  • 
  Upgrade of Champions for an existing piece of enchanted or masterwork weaponry.  
  • 
  Kalamar Players Guide to the Sovereign Lands – p 252 
  • 
  Ring of Improved Invisibility – Kalamar Players Guide to the Sovereign Lands – p 253 
  • 
  Bracelet of Attunement – 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 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  24
   
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  25
  Appendix I:  NPCs and Monsters 
   
  ENCOUNTER TWO – 
   
  ATL 11 
  The Scar 
       Male Golden Halfling (half-fiend) 
  Psion 10 
       AL NE Small humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +6 
       Melee: +1 dagger +6 (1d4 +1)  
       Base Atk: +5 Grp: +8 
       SA: manefestations 
       Speed: 20 ft. (6 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 55 
       AC: 29, touch 17, flat-footed 25  
       Fort: +8, Ref: +9, Will: +11 
       SQ: DR 5/-, Energy resistance 10 vs acid, cold, electricity, fire or sonic damage, Energy Retort (Acid) – 
  first successful attack each round does 4d6 damage to attacker (must be within 75 feet of Scar) 
  ---------------------------------------------------------- 
  PSI Points (88/day – currently at 63) 
  1  catfall, control object, energy ray, inertial armor, matter agitation  
  2  control air, energy missile, energy stun, levitate 
  3  energy bolt, energy cone, energy retort, eradicate invisibility 
  4  dimension door, energy adaptation, inertial barrier, telekinetic maneuver 
  5  adapt body, ectoplasmic shambler, fiery discorporation, plane shift 
  ---------------------------------------------------------- 
  Traits 
       Racial: * 
       Abilities: Str 10, Dex 18, Con 16, Int 22, Wis 13, Cha 13 
       Skills: Appraise +5, Autohypnosis +14, Balance +2, Concentration +15, Diplomacy +4, Forgery +5, 
  Hide +6, Knowledge Psicraft +13, Psicraft +18, Ride +3, Search +5, Sleight of Hand +6, Spot +5 
       Feats: Craft Psicrystals, Improved Initiative, Point Blank Shot, Power Specialization, Psionic 
  Meditation, Psionic Shot, Split Psionic Ray 
       Languages: Kalamaran, Merchant's Tongue, Reanaarese, Halfling, Infernal, Aurian, Terran 
       Deity Worshiped: Raconteur 
  ---------------------------------------------------------- 
  Equipment:  
  +3 ring of protection, cloak of resistance +2 
  ----------------------------------------------------------  
  Description and Errata 
      Ruddy skinned Halfling with golden hair.  He is a well paid assassin for those who want their victims 
  dead and messily dead.  He will stay at range on the Arrowhawk using his Energy Bolts and Energy Rays 
  (split) to attack the PCs.  The energy bolt does 15d6 +15 of cold damage (Fortitude save for half DC 24).  
  It has a range of 120 feet. This bolt costs 15 psi points.  He can also split energy rays which do 7d6+13 
  fire damage if he succeeds on a ranged touch attack.  This costs 7 psi points to manifest.  He will not fight 
  from the ground using his rays only from on high.  If the Arrowhawk is slain he will levitate before leaving 
  the area via plane shift. 
   
   
   
  ATL 13 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  26
  The Scar 
       Male Golden Halfling (half-fiend) 
  Psion 13 
       AL NE Small humanoid 
  ---------------------------------------------------------- 
  Attack and Movement 
       Init: +6 
       Melee: +1 dagger +7/+1 (1d4+1)  
       Base Atk: +6 Grp: +9 
       SA: manefestations 
       Speed: 20 ft. (6 squares) 
  ---------------------------------------------------------- 
  Defense 
       hp: 73 
       AC: 29, touch 17, flat-footed 25  
       Fort: +9, Ref: +10, Will: +11 
       SQ: DR 5/-, Energy resistance 10 vs acid, cold, electricity, fire or sonic damage, Energy Retort (Acid) – 
  first successful attack each round does 4d6 damage to attacker (must be within 75 feet of Scar) 
  ---------------------------------------------------------- 
  PSI Points (147/day – currently at 122) 
  1  catfall, control object, energy ray, inertial armor, matter agitation  
  2  control air, energy missile, energy stun, levitate 
  3  energy bolt, energy cone, energy retort, eradicate invisibility 
  4  dimension door, energy adaptation, inertial barrier, telekinetic maneuver 
  5  adapt body, ectoplasmic shambler, fiery discorporation, plane shift 
  6  breath of the black dragon, mass cloud mind, retrieve 
  7  energy wave 
  ---------------------------------------------------------- 
  Traits 
       Racial: * 
       Abilities: Str 6, Dex 14, Con 14, Int 21, Wis 13, Cha 11 
       Skills: Appraise +5, Autohypnosis +14, Balance +2, Concentration +19, Diplomacy +4, Forgery +5, 
  Hide +6, Knowledge Psicraft +13, Psicraft +21, Ride +7, Search +5, Sleight of Hand +7, Spot +5 
       Feats: Craft Psicrystals, Improved Initiative, Narrow Mind, Point Blank Shot, Power Specialization, 
  Psionic Meditation, Psionic Shot, Split Psionic Ray 
       Languages: Kalamaran, Merchant's Tongue, Reanaarese, Halfling, Infernal, Aurian, Terran 
       Deity Worshiped: Raconteur 
  ---------------------------------------------------------- 
  Equipment:  
  +3 ring of protection, cloak of resistance +2 
  ----------------------------------------------------------  
  Description and Errata 
      . Ruddy skinned Halfling with golden hair.  He is a well paid assassin for those who want their victims 
  dead and messily dead.  He will stay at range on the Arrowhawk using his Energy Bolts and Energy Rays 
  (split) to attack the PCs.  The energy bolt does 15d6 +15 of cold damage (Fortitude save for half DC 24).  
  It has a range of 120 feet. This bolt costs 15 psi points.  He can also split energy rays which do 7d6+13 
  fire damage if he succeeds on a ranged touch attack.  This costs 7 psi points to manifest.  He will not fight 
  from the ground using his rays only from on high.  If the Arrowhawk is slain he will levitate before leaving 
  the area via plane shift. 
   
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  27
  APPENDIX II: 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. 
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  28
  Players Handout #2 – Tale regarding the history of Kalamar 
   
   
   
  “During the seventy year period known as the Age of Great Anguish the Kalamaran Empire 
  crumbled into fragmented kingdoms ruled by lesser lords.  The land fell into decay.  One petty 
  lord from the south, Prince Thedorus, claimed to be a direct descendant of Emperor Kolokar and a 
  member of the royal House of Inakas.  He had a small army of loyal troops, including many 
  dwarves from the Ka’Asa Mountains.  With dwarven weaponry, plus an excellent commander, 
  Rovak Fen’doral (a paladin who rode a silver dragon, Vevisalakalc, into battle).  Thedorus defeated 
  the other southern lords and reunited the main Kingdom 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 
  Legasus 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.” 
   
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  29
  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 led 
  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 
  Svimohzbol will bring forth the dawn of 
  a new age.  This age will see black and 
  silver shed blood on the same field of 
  battle. 
   
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  30
  Appendix C: Bidders and Items  
   
   
  Bidder 
  Ring 
  Bids 
  Bid 
  Increase 
  Pick 
  Bids 
  Bid 
  Increase
  Helmet 
  Bids 
  Bid 
  Increase 
  Shield 
  Bids 
  Bid 
  Increase
  Yumati 
  (40,000 
  gp max) 
  n/a 
  n/a 
  3,000 
  / 
  7,000 
  / 
  13,000 / 
  18,000 
  200 gp 
  6,000 /  
  12,000 / 
  20,000 / 
  28,000 
  250 gp 
  900 / 
  1100 / 
  1400 / 
  3500 
  50 gp 
  Bulinas 
  (30,000 
  gp max) 
  1,000 / 
  6,000 /  
  12,000 / 
  20,000 
  500 gp 
  2,000 / 
  5,000 / 
  10,000 / 
  15,000 
  500 gp 
  n/a 
  n/a 
  1000 / 
  2000 / 
  4000 / 
  7000  
  50 gp 
  The 
  Westrel 
  1,500 / 
  8,000 / 
  12,000 / 
  18,000 
  100 gp 
  2,500 
  / 
  6,000 
  / 
  12,000 / 
  14,000 
  250 gp 
  5,000 
  / 
  10,000 / 
  15,000 / 
  20,000 
  100 gp 
  500 / 
  1200 / 
  3000 / 
  6000 
  100 gp 
  Count 
  Fruseltin 
  (15,000 
  gp max) 
  850 / 
  6,500 / 
  13,000 / 
  15,000 
  25 gp 
  975 / 
  3,500 / 
  7,000 / 
  10,000 
  25 gp 
  6,500 / 
  11,000 / 
  15,000 / 
  15,000 
  100 gp 
  600 / 
  1500 / 
  2500 / 
  8000 
  n/a 
  Selimorn 
  825 / 
  3000 / 
  10,000 / 
  15,000 
  50 gp 
  n/a 
  n/a 
  5,000 / 
  14,000 / 
  16,000 / 
  16000 
  200 gp 
  900 / 
  1800 / 
  3100 / 
  7500 
  100 gp 
   
   
   
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  31
  Player’s Handout #5 
   
  Runic Door 
   
   
   
  First Rune:        
   
   
   
   
   
   
  Second Rune:  
       
   
   
   
   
   
  Third Rune:  
   
   
   
   
   
   
   
   
  Thanks go to www.angelfire.com which hosts a nice selection of elven runes and an elven alphabet. 
   
   
  
  LKOK 62 – D is for Dwarves 
  Living Kingdoms of Kalamar 
  32
    
  Player’s Handout #6 
   
   
   
   
   
   
  Created with hatred and deception in mind, 
  Placed here to prevent all passage behind. 
  The answer comes natural to the urchin, 
  The Rogue and the Merchant. 
  Deception with purpose spoken to another, 
  To the enchanter his bread and his butter. 
  Speak truth with the answer to this riddle, 
  Or beware as bones crack and grow brittle  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK62-DisforDwarves.pdf