TEXT: LKHP 32
  Declassified
  A 1-Round Legends of Kalamar: Heroes of Pekal® 
  Adventure
  by No One of Consequence
  A secret  [CLASSIFIED] involving [CLASSIFIED] [CLASSIFIED]  [CLASSIFIED].  Who [CLASSIFIED] 
  [CLASSIFIED] what [CLASSIFIED].  Can the [CLASSIFIED] [CLASSIFIED] [CLASSIFIED] [CLASSIFIED] 
  [CLASSIFIED] [CLASSIFIED] [CLASSIFIED] [CLASSIFIED]?
  “Declassified”, ImageQuest, the ImageQuest logo, the Kenzer and Company logo, Legends of Kalamar, 
  the Legends 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 2008, Kenzer and Company, Inc. All rights reserved. 
  
  Calculating Average Table Level (ATL)
  LKHP uses ATL 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 
  Legends of Kalamar: Heroes of Pekal campaign. 
  It is designed for 4 to 6 characters ranging from 
  1 to 15 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 GM (the authority figure of the table 
  and the aGMinistrator of the adventure), need a 
  copy of Core Rulebook I, Core Rulebook II, and 
  Core Rulebook III for this event. The adventure 
  takes place in the Kingdoms of Kalamar setting 
  in the Principality of Pekal. Therefore, the Judge 
  should  also  have  the  Kingdoms  of  Kalamar® 
  Core Sourcebook and the Kingdoms of Kalamar 
  Player’s Guide.
  Specific statistics for key Non-Player Characters 
  (NPCs) and other materials are included in the 
  appendix at the back of this adventure as well as 
  throughout the adventure text itself. Certificates 
  that may be photocopied are also included. The 
  Judge  should  read  this  adventure  entirely  no 
  less than once before playing in order to ensure 
  a  precise  flow of  events,  as  there  are  many 
  aspects relating to the flavor and culture that are 
  important to the Legends of Kalamar: Heroes of 
  Pekal campaign and to this adventure.
  CALENDAR AND CLIMATE
  [CLASSIFIED FOR SECURITY REASONS]
  MODULE NOTES
  The  mystery  of  LKoK-32  is  a  tale  of 
  misinformation.   Originally  planned  to  be  the 
  placeholder for the concluding adventure in the 
  “Beauty  is  Everlasting”  story  arc,  there  was 
  some  confusion  in  the  organization  of  the 
  adventures.  The last adventure, A Rose by any 
  Other Name, became LKoK-33 instead.
  LKoK-32  however  appeared  in  the  Living 
  Kalamar adventure listings at the Kenzer and 
  Company web page, and was titled A Rose in 
  the Sun.  Where this title came from is anyone’s 
  guess, as no adventure was planned with that 
  title.
  This led to many players believing that LKoK-32: 
  A Rose in the Sun was in fact released.  When 
  the players went to the RPGA database looking 
  for it, they discovered that no such adventure 
  was listed.  Inquiries about the adventure were 
  made to the RPGA, to Kenzer and Company, 
  and to the campaign director.  Needless to say, 
  there  were  a  lot  of  conflicting  and  confusing 
  answers, and many players chose to contribute 
  their own unofficial and misleading information 
  to the mix.
  All of this occurred during some difficult times in 
  the  Living  Kalamar  campaign,  and  there  was 
  much miscommunication from director to author 
  to RPGA staff to Kenzer management.  As a 
  result of this no one really knew what happened 
  to this adventure, and no one seemed to be able 
  to provide a clear answer on where it went.
  Fast forward a year or two later, and the mystery 
  of this adventure was  solved  by former Lead 
  Director  Alana  Abbott,  who  was  brought  on 
  board to clean up the fracturing campaign and 
  get  it  back  on  track.   Direct  contact  was 
  established to the parties involved at the time of 
  the  so-called  release  of  LKoK-32,  and  the 
  misplaced placeholder error was discovered.
  Thus, there is really no LKoK-32: A Rose in the 
  Sun.  It never existed. It was never written… 
  never  planned.   Someone  simply  made  a 
  labeling mistake and it was posted on two official 
  web sites on accident.
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  Of course, some folks aren’t convinced of the 
  truth of LKoK-32, and there really is no way of 
  convincing such folks.  They know what they 
  know and are content to believe in the fantasy of 
  some  great  cover-up  and  conspiracy  theory 
  surrounding  this  adventure.   As  everyone 
  knows, the staff of an organized play campaign 
  is like unto a big bureaucratic government that 
  uses lies and disinformation to lure their players 
  into a complacent state of mind, all in order to 
  secretly take over the fantasy gaming world.
  With  this  spirit  in  mind,  it  is  my  pleasure  to 
  present this adventure to those who seek the 
  REAL truth behind LKoK-32.  May it bring you 
  closure and answer all of your doubts and fears 
  involving  the  Living  Kingdoms  of  Kalamar 
  campaign.
  Signed:
  No One of 
  Consequence
  GM’s Note: It is REQUIRED that ALL characters 
  have played at least 31 LKoK adventures AND 
  have  earned  a  “Fang  of  Vevisalakale”  cert 
  before  playing  this  adventure.   Not  meeting 
  these requirements will result in confusion and 
  plot  destruction  –  not  that  this  won’t  happen 
  even if they DO meet the requirements, but they 
  should be better able to keep up.  For purposes 
  of this adventure, any character that has been 
  banned from Pekal may play this adventure as if 
  they had not been banned.
  Further, there is a high chance that most 
  players will not enjoy this adventure.  That is to 
  be expected and encouraged.  Anyone that is 
  actually  playing  this  adventure  deserves  what 
  they get for poking too far into the affairs of the 
  New Campaign World Order™.  However in the 
  interest of fairness, be sure to let the players 
  know that if they like their characters the way 
  they  are  now  and  do  not  wish  to  see  them 
  irrevocably altered for the rest of the campaign 
  (more so than they are already, no doubt), then 
  they should not play this adventure.  PLAY AT 
  YOUR  OWN  RISK!   YOU  HAVE  BEEN 
  WARNED!
  Lastly,  you  will  need  to  flesh  out  three 
  encounters on your own; more than likely as the 
  adventure  is  played.   Read  this  adventure 
  thoroughly.  Only you know how much advance 
  preparation you need to run an adventure, but 
  the basic premise of the encounters is laid out 
  for you.  Any LKHP GM worth their salt should 
  be  able  to  improvise  off  of  what  is  provided 
  without any trouble at all.  Just remember, the 
  players do not have a copy of this document.  As 
  far as they know, whatever you decide happens 
  is what is written here.
  BACKGROUND
  (see rest of campaign)
  ADVENTURE SYNOPSIS
  Introduction: The players receive a message at 
  their local place of comfort – wherever that may 
  be.
  Encounter 1: The message turns out to be a 
  royal summons.  This brings the players before 
  the Prince, who entrusts the players with a 
  “Secret Mission”.
  Encounter 2: The true Prince shows up. 
  Awkward pause.  Melee ensues.
  Encounter 3: The true Prince reveals that the 
  spies and doppelgangers of Kabori’s military are 
  everywhere, and it is up to the PC’s to find out 
  who is who.  Any method of detection is allowed, 
  up to and including *ahem* aggressive 
  interrogations.  A super top secret list of 
  suspects is provided.  The PC’s may choose any 
  three suspects to “interrogate”.
  Encounter 4 – 6: The PC’s follow up on their 
  picks.  Interrogations (and probably melee) 
  ensues.
  Conclusion: The PC’s report back to the Prince. 
  They are congratulated and then given their 
  “Appropriate Compensation”.
  INTRODUCTION
  The players receive a message at their local 
  place of comfort – wherever that may be.
  As the above summary suggests, it is assumed 
  the players are in their regular local place of 
  comfort within Bet Rogala or Baneta.  If any 
  players state their characters have been 
  banished from Pekal, tell them that the 
  adventure takes place before those events 
  transpired, and as such, the banishment does 
  not apply.  Let the players tell you where they 
  are and what they are doing that morning.
  Once ready, read the following:
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  A guard and a messenger find you.  From the 
  insignias on their clothing, they appear to be 
  of a very high ranking of the Prince’s 
  personal guard.  The guard confirms your 
  identity and then nods to the messenger, 
  who hands you a scroll case sealed with the 
  Pekalese royal symbol.  The messenger 
  bows and the pair immediately leave without 
  any discussion.
  Any attempts to stop and talk with the guard 
  and/or messenger are fruitless, as they continue 
  on their way unimpeded.  Magic does not work 
  on them (they have GM’s Fiat against magic), 
  nor do any threats of pulling military rank as they 
  report directly to the Prince.  If the player(s) get 
  really obnoxious, the guard and messenger 
  recover the message, dismiss the character, and 
  the adventure is over for them.
  When the players open the scroll case, give 
  them Handout A.  Once everyone has finished 
  reading, ask if they are going or not.  Those who 
  do not, the adventure is over for them.
  Those who do, proceed to…
  ENCOUNTER 1
  The message turns out to be a royal summons. 
  This brings the players before the Prince, who 
  entrusts the players with a “Secret Mission”.
  Thanks to the uncanny timing of the messages, 
  everyone arrives to see the Prince at the same 
  time.
  You arrive to find others waiting in the sitting 
  room and sitting in the waiting room, some if 
  not all are adventurers you know. 
  Introductions are unnecessary and, as it 
  turns out, not allowed as you are all shown 
  into a private chamber as soon as the last of 
  you arrives.  The chamber is wide, probably 
  about thirty to forty feet, and runs about 
  twenty feet deep.  There is a door in the 
  middle of each wall, and there is a ten foot 
  by five foot table in the center of the room. 
  Chairs are on each side of each door; eight 
  in total.  The ceiling is perhaps fifteen feet 
  high.  There are dark green drapes on each 
  wall, providing an air of rich importance to 
  the room.  As you stand with your fellow 
  adventurers, the door opposite the one you 
  all entered opens, and in strides Prince 
  Kafen in military dress.  His older yet 
  powerful half-elf face regards each of you 
  patiently yet expectantly.
  This is where the PC’s should be bowing, 
  kneeling, kow-towing, etc. and otherwise 
  showing deference to their Prince to whom they 
  have sworn fealty.  If any PC does not 
  immediately do so, they receive a much sterner 
  look.  If the whole party refuses to pay 
  deference, the Prince turns on his heels – 
  having been highly insulted – and leaves the 
  room.  The adventure is over for them.  If proper 
  deference is shown, the Prince bids them rise.
  “Thou hast all been summoned for an 
  important mission for Pekal,” the Prince 
  begins without introductions.  “Failure is not 
  allowed, nor will questions be tolerated. 
  Thou art all expected to succeed, as all are 
  capable and skilled combatants.  Understand 
  this quest is to remain in closest of 
  confidence, and is not to be revealed to 
  anyone beyond these walls.”
  “If any feel not up to the task, let them leave 
  now.”
  Give the players an out here.  In fact, they have 
  had a number of chances already to get 
  themselves out of this adventure and enjoy 
  better success elsewhere.  If the poor saps are 
  determined to prove their worth, then continue 
  to…
  ENCOUNTER 2
  The true Prince shows up.  Awkward pause. 
  Melee ensues.
  The Prince leads you over to the table and 
  opens a packet of letters found there. 
  “There seemeth to be an unusual shortage of 
  otter furs in Baneta…”
  Just then, the sound of a door slamming 
  shut interrupts the Prince.  This comes from 
  the door in the wall to the right of the door 
  the Prince entered… only the person 
  responsible is Prince Kafen!  He strides 
  forward in military dress, his eyes on the 
  Prince at the table.  There is an awkward 
  silence that seems to last a lifetime as the 
  two Princes regard each other.
  “Seize that creature!” the new Prince boldly 
  commands all of you.  The first Prince looks 
  at all of you, points at the new Prince and 
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  commands just as boldly, “Seize that 
  creature!”
  At this point, call for initiative.  Combat will 
  ensue between the two Princes regardless of 
  what the players do.  If the PC’s stay out of it, 
  encourage them by having the Princes issue 
  commands to “Help me take down this 
  pretender!” and such.  All that matters is that the 
  PC’s kill one Prince.  As soon as this occurs, the 
  body changes into the lifeless corpse of a 
  doppelganger.  It doesn’t really matter which 
  Prince they choose, as long as one is disposed. 
  Through uncanny luck and ability, the PC’s 
  manage to kill the fake Prince (wow, imagine 
  that).
  Creature: Doppelganger (EL ??)
  Use the stats in Core Rulebook III for a 
  doppelganger, and add as many hit points, 
  attack bonus modifiers, Armor Class modifiers, 
  and class abilities on the fly as you need to 
  make the fight exciting but not deadly.  When 
  combat is over, move on to…
  ENCOUNTER 3
  The true Prince reveals that the spies and 
  doppelgangers of Kabori’s military are 
  everywhere, and it is up to the PC’s to find out 
  who is who.  Any method of detection is allowed, 
  up to and including *ahem* aggressive 
  interrogations.  A super top secret list of 
  suspects is provided.  The PC’s may choose any 
  three suspects to “interrogate”.
  If the PC’s were cowardly and did not help slay 
  the doppelganger, inform them that their 
  services will not be required due to their 
  inaction.  Feel free to throw in that the Prince will 
  find “Other more qualified and brave individuals” 
  to serve the Principality, and any other insults 
  that may injure their pride further.
  If the PC’s helped Prince Kafen slay the 
  doppelganger, then read on, oh magnanimous 
  GM.
  “My gratitude, brave citizens!  I knew I was 
  right to have entrusted thee!  Now, to 
  business.  Thou hast all been summoned for 
  an important mission for Pekal.  Failure is 
  not allowed, nor will questions be tolerated. 
  Thou art all expected to succeed, as all are 
  capable and skilled combatants.  Understand 
  this quest is to remain in closest of 
  confidence, and is not to be revealed to 
  anyone beyond these walls.”
  “If any feel not up to the task, let them leave 
  now.”
  It may seem silly to offer so many chances for 
  the PC’s to walk away, but it is necessary to 
  avoid any groaning and moaning later.  The 
  PC’s will only have themselves to blame if they 
  choose to go through with the adventure.  Same 
  as before, the adventure is over if they walk 
  away.
  If the PC’s are stubborn and want to see this 
  adventure finished, give a big sigh, say 
  something like, “Okay, then.  Don’t say you 
  weren’t given a way out!” and continue.
  “As all can see here, there are many agents 
  of Kabori that have infiltrated high positions 
  within the government and its support 
  structures.  Thy quest is to choose thy 
  targets from this list, pursue them, engage 
  them in “private interrogation” and, should 
  sufficient evidence be found of an infiltrator, 
  execute the target.  Sufficient evidence 
  would be similar to what happened just now 
  – if there are two of them, kill the impostor. 
  Other sufficient evidence would be inability 
  to produce known abilities, certain key 
  elements missing from their person, or 
  inconsistency in pattern behavior that is 
  noticed by personnel.  The rub – the agents 
  know we are on to them, and all will have 
  withdrawn from their position by this 
  evening.  This means there is only a scant 
  precious hours to investigate.  As such, 
  there are other teams such as thyself who 
  are being mobilized.  Thou art the first, and 
  get first choice of three targets from the 
  following list.”
  The Prince places a parchment before you. 
  On it are written a list of names.  You 
  recognize more than a few.
  Give the players Handout 2, and ask them to 
  circle three names on the list.  Once this is 
  done…
  “Very well.  The dossier packets of thy 
  targets have already been prepared, and 
  thou wilt receive them upon taking thy leave 
  of this manor.  Compensation will be 
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  dispensed upon thy successful return.  May 
  the Gods be with thee.”
  Prince Kafen then waves his hand 
  dismissively.
  So ends the briefing.  No negotiation or 
  discussion of pay is allowed, nor are any 
  questions answered.  Should the players loiter, 
  let the Prince encourage them to “Maketh haste 
  towards thy targets, as time grows shorter by the 
  minute!  Thou hast thy orders.  Thou art 
  dismissed!”  If the players further harass the 
  Prince, he grows tired of them and has them 
  arrested and charged with some awful crime 
  (harassment of a government official works) and 
  the characters are thrown into the Towers for the 
  rest of their natural (and unnatural) lives.
  The PC’s leave the Princely estate and saunter 
  smack into…
  ENCOUNTERS 4-6
  The PC’s follow up on their picks.  Interrogations 
  (and probably melee) ensues.
  Now it is time for you, the humble GM, to shine. 
  The players should have encountered some of 
  the NPC’s before, and will likely have ideas of 
  their own on where to find them or where to go. 
  The official adventure text is… let them do what 
  they want.  Give them a song and dance 
  adventure to be remembered.  Make up 
  encounters; introduce unnecessary NPC’s; ask if 
  any players happen to have the cert “Double 
  Boned”; whatever.  As long as the players are 
  having a good time and they have reasonable 
  means to complete their missions, all is right 
  with the world.  Consider this to be the official 
  go-ahead to make the adventure your own 
  creation.  Be flexible, but be mindful that there is 
  a time limit of four hours in which to play this 
  adventure.  The more the players flounder 
  around, the less likely they are to succeed in 
  their investigations.  All three of the encounters 
  boil down to a fight with a doppelganger of your 
  own creation that will provide just enough 
  challenge for the party at the table.  Remember 
  you get three chances to put the hurt on them. 
  Don’t make the first encounter incredibly 
  challenging, as it will set precedent in the minds 
  of players for the rest of the adventure.  Far 
  better to make each encounter increasingly 
  difficult - making the payoff at the end of the 
  adventure that much more bittersweet and 
  comedic.
  Continuity and previous history with these NPC’s 
  is thrown out the window for this adventure.  You 
  gave the PC’s the dossiers; therefore you 
  control what information is in them.  If you want 
  Baron Labeta to frequent a harbor dive pub, 
  then do so.  Make it fun and entertaining, and it 
  will make the ending of this adventure go down 
  so much better.
  Here are some suggested ideas about the 
  NPC’s.  Use them or don’t - it’s your adventure, 
  I’m just a squirrel trying to get a nut:
  1) Baron Fatelus Labeta is not a doppelganger. 
  No matter how badly the players may want him 
  to be, killing him is considered murder of nobility 
  and carries the death penalty.  Oddly enough, 
  this villain is clean for once.  He has nothing to 
  do with the doppelganger agents nor has he 
  been infiltrated.  Let’s hope the PC’s do their 
  footwork if they pick this NPC, and make it 
  absolutely clear there is no substantial evidence 
  that he is in fact a doppelganger.  Things will go 
  from bad to worse when the body does not 
  change to that of a dead doppelganger, and the 
  PC’s will be tried and convicted of murder.  This 
  would be the worst outcome of this adventure – 
  permanent character death.  Suggested skill 
  checks: Knowledge: Nobility and Royalty (DC 
  25); Diplomacy (DC 25); Sense Motive (DC 30); 
  Spot (DC 30); Wisdom checks (DC 20)
  2) Captain Banilor is a doppelganger, but 
  doesn’t realize it.  The PC’s will need to figure 
  out how to get it to do something doppelganger-
  ish or find some other evidence of Banilor 
  having been replaced.  The best method is to 
  find the real Banilor drugged and dirtied in the 
  holding cell of a guardhouse.  A stressed out 
  guard there could let slip something about 
  Banilor bringing in a really nasty drunk he had to 
  rough up a few days ago, and the poor sap still 
  hasn’t recovered.  Suggested skill checks: 
  Knowledge Local: Bet Rogala (DC 20); Gather 
  Information (DC 20); any checks that take 
  advantage of being in the City Guards metaorg
  3) Headmistress Amishanti is a doppelganger.  It 
  cannot cast any magic.  When prompted to do 
  so, she begins to perspire and makes ridiculous 
  claims and bogus arcane theories as to why she 
  cannot – “There’s a magnostorm going on…”; 
  “The stars are not quite aligned…”; “It is THAT 
  time of the month…”; “I have a headache…”; 
  “First we need seventy male virgins…” 
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  Whatever.  Get as creative as you like leading 
  up to the inevitable roll for initiative. 
  Headmistress Amishanti is really in Baneta, and 
  you could even allow a character who started 
  the adventure there a Wisdom check DC 10 to 
  recall a town crier saying something about her 
  giving a lecture that day to a gathering of local 
  hobgoblin shamans or some such event. 
  Suggested skill checks: Knowledge Arcana (DC 
  10); Spellcraft (DC 5); Sense Motive (DC very 
  low if trying to convince someone of a reason 
  why they cannot do magic)
  4) Colonel Nolan Brightstar is an easy one.  A 
  quick check at the army headquarters or the 
  town crier hangout reveals Brightstar and his 
  company of slingers were recently dispatched to 
  the southeastern borders.  Meanwhile, the false 
  Brightstar is living in his military-provided home 
  in Bet Rogala.  Plenty of locals will confirm there 
  is a Brightstar in Bet Rogala, as he is very 
  popular with the common folk.  If confronted with 
  this discrepancy, the doppelganger knows the jig 
  is up and immediately turns hostile.  Suggested 
  skill checks: Knowledge Military Tactics (DC 20); 
  Knowledge Nobility and Royalty (DC 20); Gather 
  Information (DC 10); any checks that take 
  advantage of being in any military metaorgs, 
  with membership in the army having the lowest 
  DC’s.
  5) Constable Galis Belis is a doppelganger, but 
  one with little to no information about the real 
  Belis.  He disappeared and hasn’t been seen in 
  a long time, leaving the doppelganger with its 
  work cut out for it.  All of Belis’ personnel can 
  confirm he is not acting like himself, almost as if 
  he had never been trained to do his job.  Many 
  of them have been covering up Belis’ mistakes, 
  believing that he is suffering from exhaustion 
  and fatigue, when really it is just a doppelganger 
  that doesn’t have anything to really imitate other 
  than appearance.  Suggested skill checks: 
  Gather Information (DC 15); Knowledge Local: 
  Bet Rogala (DC 20); any checks that take 
  advantage of being in the City Guard or similar 
  municipal metaorgs that have frequent contact 
  with the Constabulary.
  6) Welstern Vrindolvus has been infiltrated by a 
  doppelganger.  Vrindolvus is being kept alive in 
  the cellar of his home for the time being.  One of 
  the kitchen maids discovered this and the 
  doppelganger was forced to kill her and bury her 
  in a shallow grave behind the house.  The grave 
  is not deep enough and as a result the local rat 
  and cat population is starting to dig her up to get 
  to the meat.  A confrontation about the body 
  causes the doppelganger to panic and attempt 
  to impersonate one of the PC’s.  Suggested skill 
  checks: Knowledge Nobility and Royalty (DC 
  20), Spot or Listen (DC 20) to notice the rise in 
  animal activity in the area; Listen (DC 30) to 
  hear the muffled cries of the real Welstern 
  Vrindolvus coming from the cellar
  Conclusion: The PC’s report back to the 
  Prince.  They are congratulated and then given 
  their “reward”.
  You return to the mansion of the Prince, a bit 
  worse for wear after finalizing your 
  investigations.  All that remains is to report 
  your findings and collect your 
  compensation.  At the gate you are all 
  subjected to a long process of moving 
  through many guards and surrendering 
  every weapon, belt, boot, and any metal or 
  possible offensive article found throughout 
  the countless pat-downs.  It seems this 
  mornings doppelganger attack has caused a 
  severe spike in security at the mansion, and 
  you are allowed inside only when you are left 
  in practically a single shirt and trousers – or 
  whatever suffices for such.  All personal 
  belongings of every kind are left behind, and 
  you cannot remember the last time you were 
  out in public with so little encumbrance.
  You are left to wait in the foyer as a servant 
  begins the process of sending word up the 
  ranks to the Prince.  It is dark outside by the 
  time a footman collects your party and 
  escorts you to the same room where it all 
  began.  The Prince is already there, waiting.
  As before, the Prince waits for proper deference. 
  The Prince’s response depends upon how many 
  missions the players completed.
  Three encounters:
  The Prince listens to your report of the 
  interrogations.  Once finished, the Prince 
  smiles broadly and nods slowly.  “Well done! 
  The stories of thy skill have been proven true 
  yet again!  Pekal owes thee a great deal for 
  this, and I do not intend to let Pekal remain 
  indebted.  Step through yon door and follow 
  the footman outside.  He will see to it that 
  thou art compensated appropriately 
  according to my determinations for thy 
  outstanding success in this matter.”
  Declassified
  Legends of Kalamar: Heroes of Pekal
  7
  
  Two encounters:
  The Prince listens to your report of the 
  interrogations.  Once finished, the Prince 
  regards you all impassively.  “I confess that I 
  had expected better of thee, for thy 
  reputation as adventurers is quite 
  remarkable.  Still, thou hast done a good 
  service for Pekal, and I do not intend to let 
  Pekal remain indebted.  Step through yon 
  door and follow the footman outside.  He will 
  see to it that thou art compensated 
  appropriately according to my 
  determinations for thy success in this 
  matter.”
  One encounter:
  The Prince listens to your report of the 
  interrogations.  Once finished, the Prince 
  shakes his head slowly.  “It seems the 
  rumors of thy experiences are just that; 
  nothing more than rumors.  Thy 
  compensation for thy efforts will need to be 
  drastically reduced due to thy disappointing 
  efforts.  Step through yon door and follow 
  the footman outside.  He will see to it that 
  thou art compensated appropriately 
  according to my determinations for thy 
  success in this matter.”
  No encounters:
  The Prince listens to your report.  Once 
  finished, the Prince looks at all of you for a 
  moment, and then turns away and silently 
  walks out of the room – the door latch clicks 
  quietly as the door shuts.  You are left there 
  for another awkward moment, and another 
  door opens.  The footman from earlier enters 
  a step into the room.  “Good gentles, if you 
  would kindly follow me please.”
  After reading one of the above, continue:
  The sun shines brightly this morning as the 
  citizens of Bet Rogala go about their 
  business.  Having just enjoyed a marvelous 
  breakfast, you lean against a wall just 
  outside the inn where you slept last night, 
  watching the people go by.  You feel better 
  than you have in a long time, as if your sleep 
  were somehow more restful than usual, and 
  despite all of your experiences here in Pekal, 
  you have plenty of energy this day.  You 
  watch the people pass, waiting for someone 
  to approach with a cry for help or some 
  summons from a noble or even the College 
  of Magic.  These things are inevitable in this 
  city.  No matter what else goes on in Tellene, 
  there is always an interesting adventure just 
  around the corner, waiting to surprise you.
  Hand
   
  each
   
  player
   
  an
   
  “Appropriate 
  Compensation”  cert.   Thus  ends  LKHP32: 
  Declassified.
  Declassified
  Legends of Kalamar: Heroes of Pekal
  8
  
  EXPERIENCE AND GOLD
  Due to the nature of the adventure, there is no Experience or Gold awarded.  The players receive the 
  “Appropriate Compensation” cert and a pat on the back (if you feel like it) for their four hour investment.  If 
  you are really bold you may offer a handshake or, in the case of extreme mental anguish, a warm hug.
  OTHER AWARDS
  “Appropriate Compensation" Cert: This PC has been magically and alchemically made to 
  forget the events of LKHP 32: Declassified. In effect, the PC is exactly the same, but you 
  don't remember ever doing any of the events in the mod.  You retain no memory of the 
  events that occurred in LKHP32, but due to the nature of the mindwipe, you are more 
  resistant to mind-affecting effects.  Any Will save to resist mind-effecting effects is made 
  with a +1 synergy bonus (due to the magics and chemicals still in your system).  There is no 
  way to regain the memories of this mod.  Continue to play this character as if nothing has 
  happened.  Don't show this cert to anyone until the Legends of Kalamar: Heroes of Pekal 
  campaign has ended – until then deny this cert's existence as well as your having played 
  LKHP32: Declassified. 
  Declassified
  Legends of Kalamar: Heroes of Pekal
  9
  
  Player Handout A
  Noted Adventurer,
  Let it be known that thou art summoned to the Royal Mansion of 
  Prince Kafen regarding a delicate matter unsuitable for mention within 
  the boundaries of this parchment.
  Thou art summoned with the immediacy of the Prince himself, 
  and it would be most unwise to tarry any longer than necessary for the 
  reading of this missive.
  All details regarding this matter will be revealed within thy 
  audience with Prince Kafen.  The messenger that delivered this to you 
  knows nothing of the matter, nor does their armed escort.  The less time 
  spent in idle chatter with them would be most prudent for thee.
  Thou art expected.  Do not keep the Prince in waiting.  Show 
  this missive to the security detail for entry.
  (The royal seal of Pekal is attached at the bottom as a signature)
  
  Player Handout 2
  Baron Fatelus Labeta
  Captain Banilor
  Headmistress Amishanti
  Colonel Nolan Brightstar
  Constable Galis Belis
  Welstern Vrindolvus
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK32.pdf