TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
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  in the US and other countries. This material is protected under the copyright laws of the United States of 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  KET8-03 
   
   
   
   
   
  Blood of the True 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™ 
  Ket Regional Adventure 
   
   
   
  by Jason O’Gorman & Penn Davies 
  Triad Reviewer: Alan Brown 
  Circle Reviewer: Tim Sech  
  Playtesters: Matthew Brown, Daniel Clague, James Clague, Tim Clague, Randy Massek, Brian Woods 
   
   
  Seven years ago, the master criminal Sa’id succeeded in stealing the Blood of the True, sacred relic of the True Faith… 
  and then he disappeared from sight. Can you follow a seven-year-old trail that is as cold as a Jurat’s heart? A one-round 
  Ket regional adventure for characters level 1-14 (APLs 2-12). Third and final part of the Beygraf in Molvar series. This 
  adventure contains spoilers for previous adventures in this series. Any PC may play this adventure, however, PCs may 
  be rewarded for their loyalty if they have not played any of the adventures in the Road to Righteousness series. Playing 
  Ket adventures published prior to November 2007 after playing this one will result in regional storyline discontinuity. 
   
   
  Resources for this adventure [and the authors of those works] include Complete Warrior [Andy Collins, David Noonan, 
  Ed Stark], Dungeonscape [Jason Bulmahn and Rich Burlew], Monster Manual III [Wizards of the Coast], and Monster 
  Manual IV [Gwendolyn F.M. Kestrel]. 
  
  KET8-03 Blood of the True 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are 
  playing this adventure in 2008, check the current version 
  of the LGCS and follow any updated rules presented 
  within.  
   
  TIME UNITS AND UPKEEP 
   
  This is a standard one-round regional adventure set 
  in Ket.  
   
  As of September 1, 2007, there is no Time Unit 
  cost to play the adventure portion of this module; 
  however, standard Time Unit costs still apply to 
  crafting, magic item creation, performing or other 
  non-adventure related activities or penalties. The cost 
  for Standard Upkeep is 12 gp for PCs whose home 
  region is Ket, or 24 gp for out-of-region characters. 
  Both Rich Upkeep and Luxury Upkeep cost 75 gp 
  regardless of home region.  
   
  Characters that fail to pay at least Standard Upkeep 
  will retain temporary ability damage until the next 
  adventure, must buy new spell component pouches and 
  healer’s kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 blunt arrows or bolts if the character has 
  at least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about lifestyle and upkeep can be 
  found in the Lifestyle and Upkeep section of Chapter 3 of 
  Living Greyhawk Campaign Standards 7.1 
   
  NEW RULE ITEMS 
   
  Core adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, spells, 
  and equipment (including magic items) – that do not 
  appear in any of the three core D&D books (Player’s 
  Handbook, Dungeon Master’s Guide, or Monster 
  Manual). The full write-up of any featured feats, spells, or 
  equipment appears in Appendix 2. Information on 
  featured classes, prestige classes, and races appears in the 
  relevant creature’s stat block. This adventure includes all 
  the information required to run these characters. The 
  DM should double-check that he fully understands any 
  new rule items presented in this adventure before play 
  begins. 
   
  ADVENTURE BACKGROUND 
  NEVAZAR THE QADI 
  Just over a thousand years ago, the Baklunish and Suel 
  Empires destroyed each other in the event now known as 
  the Twin Cataclysms. As the surviving Bakluni fled the 
  destruction, a holy man named Al’Akbar came to their 
  aid, leading them to a new land that would become 
  known as Ekbir. When he himself became a demigod, his 
  closest followers became the Qadi (priests) of a new faith, 
  the worship of Al’Akbar himself. 
   
  One of the first Qadi was a brave, resolute and 
  faithful man named Nevazar. He lived a long and 
  exemplary life of service, and even in his old age, he still 
  worked tirelessly for the downtrodden and those in need. 
  On his final adventure, the aging Nevazar responded to 
  pleas for help from a remote village that was threatened 
  by Vourun the demilich. When they met, Vourun 
  attempted to trap Nevazar in a soul gem as Nevazar 
  simultaneously 
  attempted 
  to 
  destroy 
  Vourun’s 
  phylactery. Somehow in a synergistic vortex of magic, 
  both the souls of Vourun and Nevazar were forced into 
  the soul gem as their corporeal bodies were destroyed by 
  the storm of magic. 
   
  Several months later, an expedition of Qadis in 
  search of Nevazar was led to the spot by divinations. 
  Although they found no trace of Nevazar, they came 
  upon a ruby of rare size and beauty. Larger than a human 
  fist, it was both the color and the temperature of fresh 
  blood. Recognizing the gem as an object of surpassing 
  beauty and unknown powers, the Qadis brought it back 
  to Ekbir. 
   
  Examination of the gem revealed that in addition to 
  its heat, it radiated strongly of magic (necromancy, 
  conjuration), as well as good, evil, law and chaos.  
   
  As the years progressed, all but the most learned 
  sages forgot about Nevazar’s possible connection to the 
  ruby.  
   
  THE BLOOD OF THE TRUE 
  When the followers of Al’Akbar splintered into the 
  Exalted Faith and the True Faith some five hundred years 
  ago, the True Faith followed their leader, the Grand 
  Mufti, into exile in the Yatil Mountains. During the 
  chaotic time of leave-taking, the ownership of many 
  KET8-03 Blood of the True 
   
  Page 2 
  
  KET8-03 Blood of the True 
   
  Page 3 
  sacred scrolls, books and objects was hotly disputed. 
  Somehow, the True Faith managed to take the large ruby 
  into exile with them. It became known as Blood of the 
  True, in part because it was the color and body-heat 
  temperature of blood, and partly because it became a 
  central symbol of the new Faith that had been brought 
  out of Ekbir. 
   
  In time, the Blood of the True was installed in the 
  Temple of Al’Akbar in Molvar and accorded the highest 
  veneration. By now, it was thought that the gem may 
  have actually been a relic blessed by Al’Akbar himself. It 
  became a potent symbol, quite literally the heart of the 
  True Faith. 
   
  What no one realized was that the souls of Nevazar 
  and Vourun were still trapped in the ruby, and that 
  Vourun had the power to switch places with a person 
  who touched the gem.  
   
  However, as long as the Blood of the True was 
  within a temple of Al’Akbar, Nevazar’s powers prevented 
  Vourun from escaping. Likewise, if the gem was handled 
  by a priest or paladin of Al’Akbar even outside a temple, 
  then Vourun could do nothing. For many long years, 
  Vourun was unable to act—either the gem was handled 
  by a Mullah or on the rare occasions when a non-Mullah 
  was allowed to touch it, the gem was within the Temple 
  in Molvar. 
   
  SA’ID THE MASTER CRIMINAL 
  In CY591, a master criminal named Sa’id decided to steal 
  the Blood of the True from the Temple in Molvar. After 
  carefully scouting the Temple several times during 
  Godsday services, Sa’id knew the magical and mundane 
  alarms guarding the Blood of the True would be no 
  match for his skills.  
   
  However, realizing that the Lower Watch and the 
  Mullahs of the Temple would consider him a prime 
  suspect, he came up with a complex ruse to give himself 
  an alibi: Sa’id challenged a young mullah to a duel, 
  knowing that after the duel, Sa’id would be thrown into 
  the stocks for assault of a Citizen. Sometime after that, he 
  would have his apprentice Parwez take his place in the 
  stocks one night while he stole the gem, and then he 
  would return to the stocks so as to have an airtight alibi. 
  After being released, he would wait for a few days, and 
  then sneak out of the city with the gem. His planned 
  path was north up the Griffonstrike Pass to Perrenland, 
  down the Velverdyva River to Dyvers and thence to the 
  City of Greyhawk, where there is always a buyer for 
  anything and everything. After the sale, and in 
  possession of a large fortune, he would then make his 
  way back to the Baklunish West—perhaps to Ekbir or 
  Zeif—then send word for Parwez to join him. 
   
  However, a group of adventurers interfered with his 
  planned duel (although they did not tumble to the 
  upcoming theft) and as a result, Sa’id was not thrown in 
  the stocks.
   1  
   
  But even though his plans for an alibi were ruined, 
  Sa’id was resourceful and changed his plans on the fly—
  using the simple “blunt instrument” approach, he would 
  simply steal the gem and flee the city immediately. He 
  would not take Parwez with him, since the boy would 
  likely slow him down. He also did not tell Parwez 
  anything, knowing that his apprentice would be 
  interrogated after the theft was discovered.  
   
  Having made his plans, Sa’id acted immediately. 
  Telling Parwez to meet him outside the city with a horse 
  in two hours, he entered the Temple during evening 
  services, hid in the Temple until all was quiet, then 
  skirted the Temple’s defenses, scooped up the Blood of 
  the True and put it in a velvet bag. Slipping out of the 
  Temple and over the city walls, he took Parwez’s horse, 
  told Parwez he would send word for him and fled north 
  up the Griffonstrike Pass. Knowing the pursuit would be 
  hot, he used his head start to cover his trail and ride to an 
  abandoned and forgotten monastery in the Yatils, where 
  he planned stay until the hue and cry had died down. 
   
  THE ABANDONED MONASTERY 
  Some 400 years ago, an obscure sect of Al-Akbar hermits 
  built a small monastic community in a hidden valley in 
  the Yatil Mountains one day’s journey north of Molvar. 
  They insisted on absolute isolation, and enforced this by 
  using topiary guardians to attack any visitor, using non-
  lethal damage, unless the visitor was openly wearing the 
  symbol of Al’Akbar. Once the visitor had been knocked 
  unconscious, the hermits would come and see who it was. 
  If it was a friend, they would allow the person to enter 
  the valley—the topiary guardians were programmed not 
  to 
  re-attack 
  anyone 
  once 
  they 
  had 
  regained 
  consciousness. If the visitor was not a friend of the 
  community, the person was dragged out of the valley and 
  left to wake up on their own.  
   
  About 250 years ago, for reasons now forgotten, the 
  hermits stripped their temple of every sign of Al’Akbar 
  and abandoned their community. However, they left the 
  topiary guardians behind. The guardians continued to do 
  their job well, and any traveler unlucky enough to 
  happen on this hidden valley was quickly dissuaded from 
  exploring any further. 
   
  Over the years, the smaller outbuildings fell into 
  ruins, but the sturdily-built temple withstood the 
  elements very well. 
                                              
   
  1 KET1-05 Thicker Than Water. 
  
   
  Some years before his theft of the Blood of the True, 
  Sa’id had uncovered evidence of the abandoned 
  monastery, and the fact that the guardians of the valley 
  would not attack anyone wearing the symbol of Al’Akbar. 
  On one of his journeys up the Griffonstrike Pass, he had 
  taken the time to scout the valley and confirm that fact.  
   
  SA’ID REACHES THE MONASTERY   
  Arriving at the ruins of the monastery less than 24 hours 
  after he stole the Blood of the True, Sa’id rode into the 
  valley (wearing a symbol of Al’Akbar, of course) and led 
  Parwez’s horse inside the temple. He set up a campsite in 
  the old crypt of the temple, and rigged a deadly alarm on 
  the front door so that anyone entering the temple would 
  cause the old church bell to fall sixty feet onto the 
  intruder. Even if it missed the person, the sound of the 
  bell hitting the ground would alert Sa’id that he had 
  visitors.  
   
  Only when he was sure he was safe and secure did 
  Sa’id finally allow himself the luxury of gazing at his 
  latest and greatest prize. But as soon as he withdrew the 
  gem from the velvet bag, Vourun pounced. The demilich 
  had been unable to use his powers inside the Temple 
  when Sa’id had first picked up the gem. But now that 
  Sa’id was touching the gem outside the Temple, Vourun 
  instantly swapped places with Sa’id, forcing the thief’s 
  soul into the gem while his soul occupied Sa’id’s body. 
   
  Vourun, in Sa’id’s body, reveled for a moment in his 
  release from a thousand years of imprisonment. But then 
  he realized with disgust that as an ordinary mortal again, 
  he lacked any of his former powers as a demilich. 
  Recognizing that he would have to reconstruct his 
  phylactery in order to regain his powers, Vourun hastily 
  untied Sai’d’s horse and led it to the front door, but as he 
  pulled open the front door he triggered Sai’d’s deadly 
  trap. Vourun heard a small explosion high above him, 
  and looked up in time to see the one-ton church bell 
  falling toward him. He attempted to dive out of the way, 
  but the bell hit him and the horse, killing them both 
  instantly. Without any mortal body to hold him on this 
  plane, Vourun’s screaming soul was irrevocably cast into 
  the Abyss. 
   
  Back inside the Blood of the True, the soul of Sa’id 
  found himself trapped with the soul of Nevazar. 
  However, as resourceful in “death” as he had been in life, 
  Sa’id quickly gathered up the lingering magics left 
  behind by Vourun’s long existence in the gem, and he 
  now awaits his opportunity to escape.  
   
  RECENT EVENTS IN KET 
  In the dying days of CY597, shocking news reached the 
  court of the Copper Palace that the Cup and Talisman—
  the blessed artifacts of Al’Akbar himself, which had been 
  lost to history for 300 years—miraculously turned up in 
  Ekbir, where they were given into the care of the Caliph 
  of Ekbir, the spiritual leader of the Exalted Faith. 
   
  The Mullahs of the True Faith, led by Sylvana bint 
  Zoltan, the daughter of Zoltan (a former Beygraf 
  assassinated during the Greyhawk Wars), called upon the 
  entire Ket army to march on Ekbir. Beygraf Nadaid, 
  while sympathetic, objected to this, since it would leave 
  Ket defenseless. However, Nadaid’s own brother, the 
  Black Arrow, general of Ket’s army, betrayed Nadaid and 
  sided with Sylvana and the Mullahs. Nadaid was charged 
  with treason, but before he could be tried and executed, 
  he escaped and was spirited out of Lopolla to Molvar, 
  where Alvaro Aldeen, the Graf of Molvar, welcomed him 
  and provided shelter and protection. The Archons 
  remained loyal and withdrew from all parts of Ket to 
  Molvar. Most of the army units stationed in Molvar 
  remained loyal too, as did the Stouthearts, the Veterans of 
  Ket and the Beygraf’s Pride. 
   
  The Black Arrow and Sylvana ignored Nadaid’s 
  warnings about Bissel, and ordered all army garrisons 
  from the entire country to Lopolla. Within days, the 
  entire army, bolstered by many Ket Citizens, marched off 
  to Ekbir 
   
  It only took a few days for the Bisselite army to 
  discover that the forts of southern Ket and the Irafa Road 
  were ungarrisoned. Bissel’s army, led by an ambitious 
  general, marched up the Irafa Road and besieged the 
  undefended capital, Lopolla, which they quickly took and 
  burned to the ground. 
   
   
  THE BEYGRAF IN MOLVAR 
  Nadaid, the deposed Beygraf, anticipating the conflict 
  with Bissel, bolstered Molvar’s defenses. His forces were 
  then able to rebuff a Bisselite siege, and thereafter Bissel 
  was content to leave Molvar alone while it took control of 
  the rest of Ket. 
   
  But Nadaid, seeing that the throne of Ket remained 
  empty while his brother and Sylvana squabbled over it, 
  and knowing that a resistance to Bissel must have a 
  leader, made plans to attempt to re-ascend to power.  
   
  Having lost his traditional bases of support (the 
  army, the merchants and the Church of Al-Akbar all 
  sided with the quest for the Cup & Talisman), he looked 
  to new sources to put together a fresh power base. 
  Already he has been able to recover the allegiance of the 
  Thorns (KET7-09 A Thorny Issue). The Archons are 
  exploring various magical items that may provide new 
  avenues of power, and one such minor item turned up a 
  treaty with the Bramblewood elves, giving Nadaid fresh 
  military power. (KET8-02 Crossing the Threshold). 
  Adding to his military muscle, Nadaid has managed to re-
  acquire the services of many of the mercenary 
  KET8-03 Blood of the True 
   
  Page 4 
  
  hobgoblins of the Yatils (KETIA8-01 Friend of My 
  Friend). He also has sages searching through the most 
  ancient Ket records stored in the city for anything that 
  might prove useful. 
   
  One of the many items the sages have recently 
  brought to Nadaid’s attention is a lost gem called The 
  Blood of the True. This blood-red ruby, larger than a 
  man’s fist, was displayed for many centuries in the 
  Temple of Al’Akbar in Molvar. Considered a sacred 
  symbol of the True Faith, it was stolen by the master 
  criminal Sa’id seven years ago, a major embarrassment to 
  the Mullahs of the Temple in Molvar. Neither Sa’id nor 
  the gem were ever heard of again and there are no clues 
  as to his whereabouts. However if Nadaid could locate 
  Sa’id or the gem, and somehow come into possession of 
  the Blood of the True, it would be a potent symbol to the 
  Ketite people that Al’Akbar himself has blessed Nadaid, 
  and that Nadaid has good fortune on his side. In addition, 
  the Mullahs are now Nadaid’s enemies, and seeing the 
  gem in Nadaid’s hand would serve to remind everyone of 
  the Mullahs’ negligence—perhaps even a punishment of 
  Al’Akbar— when they allowed Sa’id to steal the sacred 
  gem.  
   
  THE LATEST NEWS 
  As this adventure begins, the Ket army is encamped near 
  Blashkidur in Tusmit, at the border of Ekbir, stalled there 
  while Sylvana and the Black Arrow squabble over 
  strategy and tactics. 
   
  Meanwhile, the Margrave of Bissel, fearing that the 
  Bisselite general who led the attack on Ket is getting too 
  ambitious and independent, recently ordered the Bissel 
  army to return home. The general, Valiscerat, refused, 
  and declared independence from Bissel. He now styles 
  himself the new “King of Ket”. Although some of the 
  Bissel army obeyed the Margrave’s command and 
  returned home, about half Bissel’s army stayed in Ket. 
  Valiscerat has pulled his shrunken forces out of Molvar 
  Province, but still controls the rest of Ket.  
   
  Nadaid, sensing an opportunity, is rushing to put his 
  new allies and powers in place in order to challenge 
  Valiscerat before the new “King” can reconsolidate the 
  remains of his army. However, Nadaid also realizes he 
  has to deal with the returning army of Ket at some point 
  in time, and part of his effort goes towards preparing for 
  that day. 
   
  PARWEZ THE FORMER APPRENTICE 
  In CY591, Parwez was a young and promising thief and 
  Sa’id’s apprentice. When Sa’id asked Parwez to meet him 
  with a horse at a rendezvous outside the city walls, 
  Parwez knew something big was happening. As Sa’id 
  picked up his horse that night, he told Parwez that both 
  of their futures were secure, and that he would send for 
  Parwez once the heat from this latest heist had died 
  down. 
   
  The next day, the news of the theft of the Blood of 
  the True flew around the city, and Parwez realized that 
  Sa’id was almost certainly responsible. Obviously once 
  Sa’id sent for him, Parwez would live a life of luxury and 
  riches.  
   
  As a known associate of Sa’id, Parwez was 
  immediately picked up and questioned by both Mullahs 
  of the Temple and officers of the Lower Watch. He 
  admitted that Sa’id had borrowed a horse from him the 
  previous night. However, since he truly did not know for 
  sure if Sa’id had stolen the gem, nor where Sa’id was 
  headed, he was able to evade their questions, even under 
  a triple zone of truth. Eventually he was sentenced to a 
  few months in the stocks for aiding and abetting a known 
  criminal, and then released. 
   
  For a few months after that, he waited patiently, 
  despite being unable to practice his trade as a thief due to 
  the constant attention of the Lower Watch and agents of 
  the Mullahs.  
   
  However, after a year had passed, he realized that 
  Sa’id must have lied to him, and he left Molvar in disgust. 
  Although he planned to search the Flanaess for Sa’id, he 
  only got as far as Lopolla before he floundered in poverty 
  and drink. 
   
  With the destruction of Lopolla in CY597, Parwez 
  was forced to flee the city, and shortly thereafter found 
  himself back in Molvar.   
   
  THE REDFLOOD RIVER UNDER MOLVAR 
  At the mouth of the Griffonstrike Pass, where the 
  Redflood River flows into the northern plains of Ket, the 
  Red Tower was built in order to prevent monsters and 
  invaders from entering Ket. A town formed around the 
  tower, and rapidly grew into a city. The Redflood was 
  gradually paved over, but city engineers cleverly used the 
  river to constantly wash out the city sewers. The river 
  flows under the city through massive grates at its entry 
  and exit points. These grates are guarded 24 hours a day 
  by members of the Lower Watch. Thus, unlike most 
  cities, the sewers of Molvar are relatively clean, and city 
  officials claim that they do not harbor the usual 
  assortment of monsters, although on at least one occasion 
  (KET2-01 A Tale of One City) an otyugh was discovered 
  hiding down there.  
   
  THE BENEFIT OF LOYALTY 
  This adventure assumes the PC has a certain amount of 
  loyalty to the ex-Beygraf, Nadaid. Nonetheless, any PC 
  can play this adventure, even PCs who have previously 
  KET8-03 Blood of the True 
   
  Page 5 
  
  worked for the quest for the Cup & Talisman in other 
  Ket adventures. However, any PC who  
  • 
  has previously played any adventures in the 
  adventures in the Road to Righteousness series 
  • 
  worked for the quest for the Cup & Talisman in 
  KETIA7-04 At the Beygraf’s Pleasure 
  • 
  was given the AR item "Loyalty Questioned" in 
  KET7-09 A Thorny Issue 
  but now wants to work for the Beygraf obviously has 
  divided loyalties, and will not receive any special 
  benefits. 
     
  On the other hand, any PC who rescued Nadaid in 
  KETIN7-03 At the Beygraf’s Pleasure and/or has NOT 
  played any of the adventures in the Road to 
  Righteousness series has unquestioned loyalty, and 
  receives the following "Benefit of Loyalty" one time in 
  this adventure as an immediate action that can be 
  requested at any time: a cure critical wounds cast on the 
  loyal PC (minimum CL: 4d8 +7 hp). 
   
  [Exception: Any PC that has Favor of Nadaid from 
  KETIA8-01 Friend of My Friend can receive the Benefit 
  of Loyalty in this adventure, regardless of the above 
  conditions.] 
   
  LAWLESSNESS OUTSIDE OF MOLVAR 
  The army of Valiscerat is nominally in control of most of 
  Ket, but is busy strengthening its defenses against the 
  expected return of the Ket army from Ekbir. Because of 
  this, Valiscerat is not maintaining proper law and order 
  on Ket’s roads or patrolling the eaves of the 
  Bramblewood. 
   
  However, Nadaid has maintained traditional law and 
  order in the province of Molvar, where this adventure 
  starts, so all PCs with Lawbreaker status or an open 
  Warrant of Ket still have to make the normal check to see 
  if they are arrested (and removed from the adventure.). 
   
  In the same way, any PCs breaking any laws of Ket 
  in this adventure in Molvar Province will be arrested and 
  charged as usual; however, any actions in contravention 
  of Ket law committed outside of Molvar—including the 
  Yatil Mountains— will not result in charges. (See 
  Appendix 3: Laws of Ket for the current judicial code in 
  force in Molvar.) 
   
  TIME OF YEAR AND WEATHER 
  It is early Flocktime (May), and the weather is warm, 
  bright and sunny during the day, with cloudless skies at 
  night. Both moons are full during this adventure from 
  midnight until dawn, providing shadowy illumination 
  for creatures with normal vision, and unhindered vision 
  for those with lowlight vision. 
   
  ADVENTURE SUMMARY 
  Synopsis: Nadaid hires the PCs to find a long-lost gem, 
  and suggests they seek out Parwez, a former accomplice 
  of the master thief Sa’id. The PCs discover enough clues 
  to follow Sa’id’s trail to an abandoned monastery. There 
  they discover the gem. If anyone other than a priest or 
  paladin of Al’Akbar touches it, they have to deal with the 
  trapped soul of Sa’id. 
   
  1: Molvar Roleplaying encounter. The PCs are hired 
  to find the Blood of the True. Their most obvious lead is 
  Parwez, a former accomplice of Sa’id’s, who has recently 
  re-entered Molvar after many years. 
   
  2: Dirty Bottle Cellar Possible combat encounter. 
  The PCs can try to talk to Parwez, kidnap him, or 
  intimidate him, which may initiate a combat. Parwez may 
  reveal that Sa’id had a secret hideout under the city 
   
  3: The River Roleplaying encounter. The PCs must 
  get past guards into the undercity 
   
  4: The Old Hideout Combat encounter. The PCs 
  must overcome one of Sa’id’s traps in order to investigate 
  his old hideaway. 
   
  5: The Valley Combat encounter. The PCs arrive at 
  Sa’id’s first stop, an old monastery hidden in a small 
  valley just off the main trail of the Griffonstrike Pass. The 
  valley is guarded by some topiary creatures hiding in the 
  long grass. 
   
  6: Inside the Temple Roleplaying encounter. The 
  PCs discover the result of Sa’id’s deadly trap just inside 
  the front doors of the temple. 
   
  7: The Crypt Combat encounter. The PCs discover 
  the old campsite of Sa’id in the crypt, and the Blood of 
  the True lying on the floor. Picking it up leads to an 
  encounter with the soul of Sa’id. 
   
  Conclusion The PCs return to Molvar, with or 
  without the Blood of the True. If Nadaid is the first 
  person to touch the Blood of the True, combat ensues 
  with the soul of Sa’id, with possible deadly consequences 
  for Nadaid.  
    
  PREPARATION FOR PLAY 
  As with any LG adventure, the DM should ascertain all of 
  the following before the adventure: 
  Is anyone crafting magic items? A MIC must be 
  completed before the adventure begins. 
  • 
  Does 
  anyone 
  have 
  any 
  non-class-related 
  animals? If the DM feels these will be a 
  significant factor in combat, the animal’s CR 
  should be added to the owner’s level for 
  purposes of calculating APL 
  • 
  Does any PC have game effects such as curses, 
  lycanthropy or play bonuses? 
  KET8-03 Blood of the True 
   
  Page 6 
  
  • 
  Ask to see all spell lists. 
  • 
  Will anyone be using out-of-game bonuses 
  (Campaign cards, buttons or tokens) and if so, 
  which ones? (If anyone is going to use the 
  Campaign card “Unsavory Contacts”, see 
  Appendix 3 for how use of this card is affected 
  in Ket.) 
  • 
  Check PCs’ lifestyle and upkeep.  
  • 
  Does anyone have outstanding Lawbreaker 
  status (formerly Warrant of Ket)? Recognize 
  that this can only be enforced on the grounds of 
  the estate of the Ambassador of Ket and 
  nowhere else. 
  In addition, this adventure will also require the following 
  information: 
  • 
  Is any PC a member of the Molvar guild of the 
  Xanavade metaorganization? Members will 
  possess particular knowledge of Molvar that 
  may be useful in 2: Parwez. 
  • 
  Do any of the PCs know ex-Beygraf Nadaid 
  from previous adventures? 
  • 
  Have any of the PCs played KET1-05 Thicker 
  Than Water? (They will recognize Sa’id.) 
  • 
  Do any of the PCs openly wear the symbol of 
  Al’Akbar? (They will not be attacked by the 
  topiary guardians in 5: The Valley) 
  • 
  Do any of the PCs currently receive divine 
  spells from Al’Akbar? (They are immune to 
  Sa’id’s soul-swap in 7: The Crypt.) 
  • 
  Do any of the PCs have the AR item Spirit 
  Tattoo from COR5-09 Gateway to Bright Sands? 
  (The spirit inhabiting the PC’s body prevents 
  possession, making the PC immune to Sa’id’s 
  soul-swap in 7: The Crypt.) 
   
   
  INTRODUCTION 
   
  Announce Loyalty Benefit: Inform the players 
  about the Loyalty Benefit as outlined in Adventure 
  Background: Loyalty Benefit. 
   
  Arms & Armor within Molvar: In keeping with 
  the laws of Ket, adventurers can not have arms or armor 
  (other than staff, dagger/kukri or sap) unless they have 
  campaign documentation that allows them more than 
  this. 
   
  Map of Ket: Show the Players Handout 1: Map of 
  Ket so they can see where Molvar is. 
   
   
  1: MOLVAR 
  You are a bit early for your meeting with Nadaid, the 
  deposed Beygraf of Ket, so when you are shown into a 
  large room high in the Red Tower of Molvar, you 
  have a few minutes to wander around the room. 
  Someone has artfully hung silk across the walls and 
  ceiling, making the inside of the room appear like a 
  giant tent. A sliding panel, now open to let in the 
  bright sunshine and warm breezes, leads to a wide 
  balcony, 40 feet above the ground, overlooking the 
  large public square at the base of the Red Tower. A 
  small wooden stage for public speaking has been set 
  up in the square, and you idly watch a young man 
  harangue three or four people about the coming end 
  of the world—something about the gods of madness, 
  the seven signs of the seven kingdoms, blah blah 
  blah. You re-enter the room and wander over to the 
  large conference table in the centre of the floor, 
  which is covered with hundreds of scrolls, maps, 
  books and pieces of paper. If there is any order or 
  organization to it, you cannot see it at first glance. 
   
  A 
  man 
  in 
  fashionable 
  pastel 
  silk 
  robes 
  accompanied by a servant holding a pen and 
  notepaper hurries into the room.  
   
  “My friends, I am sorry to keep you waiting.” 
   
  Any PC that knows Nadaid from a previous adventure 
  recognizes this man as Nadaid, the ex-Beygraf of Ket. If 
  no one in the party recognizes him, he introduces 
  himself simply as Nadaid. 
   
  If any PC genuflects or bows, he asks them to be at 
  ease, there is no need for formality at this meeting. 
   
  “Excuse my lack of hospitality, but much work 
  remains to be done, and events in the outside world 
  call for our immediate action. With your permission, 
  I will come straight to the point.  
   
  “In order to make my claim to the throne as 
  strong as possible, I have had the sages of Molvar 
  looking for as many possible leads to objects, people 
  and alliances that might serve my purpose.” He 
  gestures at the piles of paper and scrolls. “As you 
  would expect, there is much dross and only a little 
  gold amongst all of their research. However, every 
  lead must be investigated, however unlikely. I have 
  many teams of adventurers out here and there, 
  following these leads for me. I have asked you here 
  because I have a particularly unlikely story for you to 
  investigate.” 
   
  Nadaid roots through the papers on the table and 
  finally finds what he is looking for—a reasonably 
  good painting of a priest of the True Faith holding up 
  an enormous red gem the size of his fist. A beam of 
  KET8-03 Blood of the True 
   
  Page 7 
  
  sunlight hits the ruby, highlighting its blood-red 
  depths. 
   
  “Behold the Blood of the True. From time 
  immemorial, this ruby was a sacred relic of the True 
  Faith, kept under guard at the Temple here in Molvar. 
  It possessed several curious properties, namely that it 
  radiated magic, and it also was warm to the touch—
  some say as hot as fresh blood. Perhaps that is where 
  its name came from.” 
   
  Nadaid sets down the painting. 
   
  “Seven years ago, in 591, during the month of 
  Reaping, the Blood of the True was stolen from the 
  Temple. After some investigation, both the Mullahs 
  of the Temple and the Lower Watch came to the 
  conclusion that it was the work of a master criminal 
  by the name of Sa’id. Although he was known to have 
  been in Molvar the night of the theft, he disappeared 
  that very night, and neither he nor the gem has been 
  heard of since. It is assumed that he escaped to 
  another part of the Flanaess—or perhaps even across 
  the Dramidj Ocean to a far corner of the world—and 
  that he has been living off the proceeds of his crime 
  ever since. However, there have never been any 
  reports of his whereabouts to confirm this, nor 
  sightings of an unusually large ruby with magical 
  properties that might have led the Mullahs to recover 
  the jewel.” 
   
  Nadaid searches through some papers and finally 
  comes up with some notes, which he consults. 
   
  “At the time of the theft, a young man named 
  Parwez was a known associate of Sai’d’s. Parwez was 
  closely questioned under zones of truth by both the 
  Mullahs and the Lower Watch, and although he 
  admitted to meeting with Sa’id that night just outside 
  the city walls and lending him a horse, he claimed 
  complete ignorance of what Sa’id had done. He was 
  given a few months of stock time for aiding and 
  abetting a known criminal, but in the end a Jurat 
  decided that he could not be charged with anything 
  more.” 
   
  “Parwez stayed in the city for some time after the 
  disappearance of the gem, but he was watched so 
  closely that eventually he left for the city of Lopolla. 
  Naturally the Lower Watch and the Mullahs passed 
  on their concerns to their counterparts in Lopolla, 
  and my understanding is that he was watched there 
  just as closely as he had been here. Word has it that 
  he was shunned by the local thieves guild because of 
  all this attention. Unable to make his living stealing, 
  he gradually became a drunkard begging for coins at 
  the city gates. 
   
  “When the Mullahs and Threshers left for Ekbir 
  last fall, it was the first time he had not been under 
  almost daily watch in seven years. But then Bissel 
  destroyed Lopolla only a few weeks later, and he was 
  forced to move. Earlier this week, my sources in the 
  Church of Hextor reported that this Parwez entered 
  Molvar sometime in the intervening months, and has 
  been seen in his old haunts.   
   
  “This then is what I admit is likely an impossible 
  task: track down Sa’id, find out who he sold the gem 
  to, locate the Blood of the True and return it to me. 
  Yes, it may take you weeks or months, perhaps longer, 
  and may take you halfway around the world or 
  further. Or it may be that Sa’id has covered his tracks 
  so well that the search will end before it has begun.  
   
  “I would suggest as a first step that you to find 
  this Parwez, and question him. Perhaps seven years 
  and too much wine have loosened his tongue.  
   
  “If you discover any trail worth following, do not 
  come back to me seeking permission. Use your best 
  judgment to immediately follow up on it. If Sa’id 
  traveled across the Dramidj Ocean, then hire a boat to 
  follow him. If he threw the ruby into the bottomless 
  Nyr Dyv, then plumb the depths to find it.” 
   
  Nadaid looks at you intently for a moment. 
   
  “The Blood of the True was seen as the physical 
  blessing of Al’Akbar, and its loss seven years ago was a 
  savage blow to the prestige of the Mullahs. If I can 
  stand out on that balcony and hold it up in my hand, 
  it will not only show the people that I have been 
  blessed by Al’Akbar, but it will also remind them of 
  the Mullahs’ careless  negligence when it was stolen 
  from under their noses. 
   
  “This may seem like a hopeless case, a trail gone 
  completely cold. Truth be told, many of the 
  adventurers I have hired to find these lost items are 
  coming back empty-handed. Perhaps this search will 
  also end in failure. But rest assured that if you make 
  your best effort, you will be well-compensated for 
  your time even if you fail, and you will be richly 
  rewarded for your efforts if you are successful. Do you 
  have any questions?”  
   
  Where can we find Parwez? 
  My information is that he is currently holed up in the 
  Dirty Bottle Cellar, a barroom of questionable reputation. 
   
  To know the location of the Dirty Bottle Cellar is a 
  DC 17 Knowledge (Local-VTF) check. (This is automatic 
  knowledge for members of the Molvar guild of the 
  Xanavade metaorganization. Members of any other guild 
  of the Xanavade gain a +5 bonus on their check, and all 
  other residents of Ket gain a +2.) If no one in the party 
  knows the location, Nadaid will provide directions. 
   
  What sort of place is this Dirty Bottle Cellar? 
  It is a known hangout for thieves, ex-qashari and other 
  dregs of society. Even the Lower Watch treads carefully 
  KET8-03 Blood of the True 
   
  Page 8 
  
  in that neighborhood—life is cheap, and outsiders are 
  not well-regarded. 
   
  Qashari are people who have been convicted of a 
  major crime—murder of a resident, kidnapping a horse, 
  etc.—and sentenced to hard labor in the copper mines 
  for anywhere from a few months to life. An ex-qashar is 
  shunned by Ketites as dishonorable and unemployable. 
   
      
  Can we get some sort of paperwork or authorization 
  from you? 
  I can provide you with a discreetly-worded letter saying 
  that you are in my employ. However, realize that I do not 
  have any official legal standing in Molvar, so the letter 
  cannot be used as authorization to do anything you 
  couldn’t already do as private citizens. Obviously if your 
  journey takes you into the Bissel-controlled parts of Ket 
  or into foreign lands, my letter will be even less useful. 
   
  How much will we be paid? 
  I am most grateful for your efforts, even if only to prove 
  that Sa’id’s trail is hopelessly cold after all these years. 
  With the financial support of the Graf of Molvar and the 
  Church of the Scourge of Battle, I can provide each of 
  you with [50 x APL] greatshields just for trying. 
  Obviously your reward will increase for each step of 
  success above that--uncovering solid clues that will lead 
  to its current whereabouts, locating either Sa’id or 
  discovering who he sold it to, finding the current owner 
  of the gem, or even recovering the gem and returning it 
  to me—these successes will result in greater riches. 
   
  Isn’t the Church of the True Faith the rightful owner 
  of the Blood of the True? 
  The Mullahs of the True Faith were negligent in their 
  duty to guard this gem more closely seven years ago. 
  Now in abandoning Ket to its fate as they run off to Ekbir 
  in search of the Cup & Talisman and in treasonously 
  removing me from the throne, they have also abandoned 
  any claim to property formerly belonging to them. While 
  I have no legal claim to the Blood of the True, I swear 
  that I will make it an heirloom of the state, and if it 
  possesses any powers, that these powers will be used for 
  the good of Ket. 
   
  GATHER INFO AND OTHER STRATEGIES 
   
  Once the adventurers leave the Red Tower, they can 
  choose to Gather Info about the theft (same DC applies 
  for Bardic Knowledge): 
   
  DC 8: The Blood of the True was stolen by some 
  famous thief who is now the king of a distant land. He 
  wears the Blood of the True in his crown. 
   
  DC 10: The Blood of the True had the blessing of 
  Al’Akbar upon it that protected Molvar from evil. 
   
  DC 15: The thief was the master criminal Sa’id. Sa’id 
  was well-known to the Lower Watch, but had never been 
  convicted of a crime. 
   
  DC 20: Sa’id’s apprentice was thrown into the stocks 
  after the theft, but his involvement was never proven. He 
  left the city after his release—doubtless to join his master 
  in luxurious retirement. 
   
  DC 25: Sa’id failed to pay the usual thieves’ guild fee 
  for the theft, and if he ever revisits Molvar, his life may 
  be forfeit. 
    
  If the adventurers want to visit the scene of the crime, 
  they can go to the Temple of Al’Akbar. They will find it 
  locked up and empty, since all of the Mullahs are in 
  Ekbir at the moment. If they choose to break in, they can 
  certainly do so easily. Inside, all protective magics have 
  dissipated in the months that the Mullahs have been 
  absent. The usual resting place of the Blood of the True 
  has long since been dismantled, and adventurers will find 
  no clues as to the theft of the Blood of the True.  
   
  DEVELOPMENT 
  Parwez remains at the Dirty Bottle Cellar for the 
  foreseeable future. The PCs can go shopping before 
  seeking out Parwez. They can also wait until nightfall to 
  visit the barroom. Or they can go there right away. 
   
  2: DIRTY BOTTLE CELLAR 
  Remind adventurers that they are carrying no weapons or 
  armor—save daggers, staffs and saps—unless they have 
  campaign documentation to allow otherwise. 
   
  If the adventurers go to the Dirty Bottle Cellar in the 
  daytime: 
  The narrow alley running between the faceless rear 
  walls of some warehouses is deserted at this time of 
  day—perhaps it gets livelier when the sun goes down. 
  Three steps lead down to a door below street level, 
  and an empty wine bottle hanging above the steps 
  apparently marks this as the entrance to the Dirty 
  Bottle Cellar.  
   
  If the adventurers go to the Dirty Bottle Cellar at night: 
  Lamplight from the street casts a feeble glow into this 
  dark alley that runs between the faceless rear walls of 
  some warehouses. Despite the lack of light, one or 
  two people enter or exit the alley every few minutes. 
  Some forty feet in from the street, a flaring torch 
  marks three steps leading down to a door below street 
  level. An empty wine bottle hanging above the stairs 
  apparently marks this as the entrance to the Dirty 
  Bottle Cellar.  
  KET8-03 Blood of the True 
   
  Page 9 
  
   
  See DM Map 1: Area Around the Dirty Bottle Cellar 
  and DM Map 2: Dirty Bottle Cellar for details of the 
  area. As the maps show, there are many hidden exits that 
  patrons can use in an emergency. 
   
  How the adventurers enter the Dirty Bottle Cellar is 
  up to them, but should they opt to try a different 
  approach than simply walking through the front door, 
  the DM should allow for some creative planning. 
   
  Any member of the Molvar guild of the Xanavade 
  metaorganization should be told that casually flashing his 
  or her broken copper ring to the bouncer signals that he 
  or she and any companions are “okay”. This is an internal 
  guild signal not known to non-guild members—even 
  from other guilds of the Xanavade—and is not subject to 
  any Knowledge or Bardic Knowledge checks. Sending 
  this signal means that the attitude of the staff is 
  Indifferent (socially expected interaction). If a fight 
  starts, the staff assumes it is an internal guild affair and 
  does not get involved. If no one flashes this signal before 
  the party enters, the bar staff is Unfriendly (mislead, 
  gossip, avoid, watch suspiciously, insult) and instantly 
  joins in any fight on the side of Parwez. 
   
  THE AREA 
   
  All secret doors in this area are automatically already 
  known to any Xanavade members of the Molvar branch. 
  Xanavade members of other branches have a +5 on all 
  checks to find these secret doors, due to their knowledge 
  of how the Xanavade works. 
   
  The Alley: If the adventurers search the walls of the 
  alley, there is a 10% chance during the day or 50% chance 
  at night that locals notice the party’s suspicious behavior. 
  They do not call the Lower Watch, but inform the staff of 
  the Dirty Bottle Cellar. If this occurs, the attitude of the 
  bar staff is Unfriendly, even if one of the adventurers 
  gives them the secret guild signal. Searching the walls of 
  the alley reveals: 
   
  DC 18: A secret door leading into the warehouse 
  above the bar. (See details of Warehouse below.) 
   
  DC 22: A secret door leading down to Secret Exit A 
  in the Empty Bottle Cellar. 
   
  DC 25: Another secret door leading down to Secret 
  Exit B in the Empty Bottle Cellar. 
   
  If the adventurers enter any of the secret entrances 
  except the one that leads into the warehouse, see 
  Entering via Secret Door below. 
   
   
  Warehouse: The Dirty Bottle Cellar is located 
  underneath a warehouse. The warehouse has no 
  windows. Its door is in the street (not the alley), and is 
  well-lit at night (10% chance of alerting Lower Watch 
  patrol at night, 50% chance during the day, unless steps 
  are taken to make activities seem less suspicious. See 
  Lower Watch below.)  
   
  A DC 25 Search of the actual street outside the 
  warehouse reveals a secret entrance masquerading as a 
  sewer grate. (The DC for this check is reduced by 10 if 
  any adventurer specifically states they are going to 
  examine any sewer grates in the area.) A passage beneath 
  this fake grate leads to Secret Exit E in the Dirty Bottle 
  Cellar. 
   
  The warehouse door has an average lock (DC 20 
  Open Locks). The warehouse is filled with crates of non-
  valuable trade goods. If the party conducts a Search of the 
  walls and floor: 
   
  DC 18: A secret door that opens into the alley 
  behind the warehouse. 
   
  DC 22: A secret door that leads down to Secret Exit 
  C in the Empty Bottle Cellar. 
   
  DC 25: Another secret door leading down to Secret 
  Exit D in the Empty Bottle Cellar. 
   
  If the adventurers enter any of the secret entrances 
  except the one that simply leads into the alley, see 
  Entering via a Secret Door below. 
   
   
  Lower Watch: If a Lower Watch patrol accosts the 
  party due to their suspicious activities outside the 
  warehouse, an adventurer making a DC 17 Bluff check 
  (others can aid) convinces the patrol that the adventurers 
  are on legitimate business, and the patrol moves on. 
  (Showing any documentation from Nadaid adds a +10 to 
  this roll. Influence points with Ket officials can be added 
  to this roll as well. Each AR reward from Nadaid during 
  his time as Beygraf adds +2 to this roll.)  
   
  Failure means they are arrested by the patrol for 
  suspicious activity. However, Nadaid soon learns of their 
  plight and engineers their release within two hours. 
  Being publicly arrested by the Lower Watch has the 
  benefit that if they return to the Dirty Bottle Cellar, they 
  are treated by the bar staff as acceptable scum just as if 
  someone had flashed the proper Xanavade signal. 
   
  If the party gets into a fight with the Lower Watch, 
  stat blocks for the patrol have not been provided since 
  the adventure is over regardless of the outcome—Nadaid 
  is displeased with both their lawlessness and their 
  indiscretion, and finds other adventurers to do his work. 
  Consider the adventure to be over in this case, and the 
  PCs have the choice to flee Ket or face the punishment 
  for any crimes committed. 
   
  ENTERING VIA SECRET DOOR 
  If the adventurers enter any of the secret doors that lead 
  to the Dirty Bottle Cellar (assuming they have darkvision 
  or a light source): 
  KET8-03 Blood of the True 
   
  Page 10 
  
  You descend a narrow unlit passage that ends at what 
  is clearly the inside of a secret door. An obvious 
  mechanism clearly opens the door from this side. You 
  can hear the mutter of conversation on the other side 
  of the door, and the occasional clink of glasses. 
   
  If the adventurers open the door and step in, they find 
  themselves in the Dirty Bottle Cellar. If they enter in a 
  non-threatening manner (weapons not drawn, stepping 
  calmly into the room, etc.) the bar staff assumes they are 
  Xanavade guild members, and treats them as if a guild 
  member had flashed the secret signal. If they seem to be 
  threatening, the bar staff assume they are being raided 
  and take appropriate action—see Bar Fight below.  
   
  If none of the adventurers has a light source or 
  darkvision: 
   
  You carefully feel your way down what seem to 
  be rickety steps until you suddenly come to a rough 
  wooden wall that marks the end of the passage. You 
  can hear the mutter of conversation, and the 
  occasional clink of glasses on the other side of the 
  wall. 
   
  If the adventurer closest to the door attempts to find a 
  door mechanism, there is a 20% chance of finding it in 
  the dark and using it correctly to open the door. 
  Otherwise, after a few minutes of trying, one of the 
  bouncers suddenly open the door and yell at the PC to 
  stop fooling around and come in. 
   
  INSIDE THE DIRTY BOTTLE CELLAR 
  If the adventurers enter in the daytime, the bar is mostly 
  empty (6 patrons). At night, it is full (30 patrons). 
   
  Parwez is sleeping by himself at a table covered with 
  empty bottles, goblets and spilled wine. (See DM Map 1: 
  Dirty Bottle Cellar for his location.) He is sleeping with 
  his head on the table, snoring loudly. Anybody touching 
  him or speaking to him will startle him awake.  
   
  He is a man in his late twenties who probably used 
  to be handsome. But his pallid complexion, the fine 
  network of broken veins across his nose and cheeks, 
  bleary eyes, trembling hands, and the combination of 
  scrawny limbs and a “beer gut” betray years of heavy 
  drinking and not enough nutritious food. 
   
  If the adventurers call him by name, Parwez is 
  flattered, assuming that they remember him from his 
  days as Sa’id’s accomplice, when he was a handsome 
  young man with a bright future in the Xanavade. He 
  immediately attempts to cadge a drink from the party. 
  Buying him a drink automatically changes his attitude to 
  Friendly (chat, advise, offer limited help, advocate), as 
  Parwez, in his drink-sodden state, will assume that the 
  adventurers are old friends.  He drunkenly imparts 
  information if the adventurers’ questions use the key 
  words or concepts below.  
   
  (DMs note that since the adventure hinges on 
  receiving this information, especially about Sa’id’s 
  underground 
  hideaway, 
  interpretation 
  of 
  players’ 
  questions should be very liberal so as to provide the most 
  amount of information. No party should be denied access 
  to the rest of the adventure because “they didn’t ask the 
  right questions”.) 
   
  His old career in Molvar 
  (Happy, nostalgic) “Those were the good old days. The 
  entire city was our oyster, and we opened it regularly to 
  steal the pearl. Nothing was safe from us. Yes, Sa’id was 
  the person who laid his hands on the goods, but I was his 
  loyal apprentice, laying the groundwork, making 
  arrangements, paying bribes, speaking to fences, carrying 
  his tools. He was nothing without me.” 
   
  The Blood of the True 
  (Wonderment) The Blood of the True was the most 
  magnificent gem I ever saw—a blood-red ruby this big 
  [holds 
  hands 
  about 
  a 
  foot 
  apart—Parwez 
  is 
  unintentionally exaggerating of its size]. It was put on 
  display under heavy guard from time to time in the 
  Temple of Al’Akbar. Although he didn’t seem to be a 
  religious man, Sa’id took me to the Temple several times 
  to pray, although I realize now he was probably casing 
  the joint. One time as we were looking at it, somebody 
  beside us told us that the Blood of the True had special 
  magical powers.  
   
  What happened that night? 
  (Moody) Sa’id told me to meet him outside the city walls 
  with a fresh horse. I assumed I would be riding 
  somewhere with him so I had packed the saddlebags with 
  my travel gear. Then he shows up on foot, carrying a large 
  pack. I knew right away he had made a big score—his 
  eyes were glittering and he was excited. He climbed up 
  on my horse and said, “This is the big one, Parwez. I’d 
  have to steal the throne out from underneath the Beygraf 
  to top this one. You and I will never work again after 
  tonight. They may pick you up for questioning, but stick 
  it out and I will send word to you about where to meet 
  me.” He rode off on my horse with my gear and I never 
  saw or heard from him again. He was right about never 
  working again——the Mullahs had me too closely 
  watched after that, and my career as a thief was ruined. 
   
  Aftermath/Mullahs/Lower Watch  
  (Bitter) Early the next morning a rumor swept through 
  the city that the Blood the True had been stolen from the 
  Temple. Everyone knew that only Sa’id was capable of 
  such a theft, and within minutes, I was picked up by the 
  KET8-03 Blood of the True 
   
  Page 11 
  
  Lower Watch for questioning. Mullahs from the Temple 
  were also there, and they weren’t gentle. But I didn’t 
  know anything other than he’d left with my horse. After 
  a couple of days of questioning, they hauled me before a 
  Jurat, who threw me in the stocks for 6 months for aiding 
  and abetting a known criminal. After I got out of the 
  stocks, I was watched constantly everywhere I went—
  first by the Lower Watch, then by agents of the Mullahs. 
  I couldn’t get a thieving job. The Xanavade shunned 
  me—I was bad for business. I lived on handouts from 
  friends while I waited to hear from Sa’id. But after a year 
  went by with no word, I realized he had betrayed me. 
  He’d stolen my horse and gear and he’s living in luxury in 
  some distant land while I was surviving on a handful of 
  copper helms. I made up my mind to seek him out and I 
  left Molvar, but I only got as far as Lopolla when my 
  money ran out. It was the same old story though—agents 
  of the Mullahs had followed me there, and I was unable 
  to get any thieving work. I ended up begging by the 
  Market Gate, earning just enough to keep me fed. Then 
  last fall, the Mullahs and Threshers suddenly left on 
  some expedition, and I was finally free. Then some other 
  army came and kicked us all out of Lopolla and burned it 
  to the ground. So here I am, back in Molvar. Nobody’s 
  watching me anymore, nobody even realizes I’m back. 
  I’m going to go to the guild right now and ask for an 
  assignment. I’m just as good as I ever was. I just need a 
  couple of drinks to calm my nerves first…  
    
  [Note: A “helm” is the Ketite copper piece, worth 1/100
  th 
  of a gold greatshield.] 
   
  Where Sa’id went 
  (Bewildered) He didn’t tell me where he went. I know he 
  traveled around a lot, he was always going off for a few 
  weeks here and a few weeks there. The first I’d know 
  about him being back would be word passed to me to 
  meet him at his hideout under the city. 
   
  What’s under the city? Is that where he lived? 
  (Admiration) Sa’id had a regular place near here, a real 
  nice apartment in the Bazaar over Meherab’s antiques 
  shop. But the Lower Watch raided it all the time, always 
  trying to catch him with hot merchandise or thieves’ 
  tools—they would have thrown him in the stocks if 
  they’d found just 20 feet of rope in his place. He’d always 
  just smile and watch them tear his place to pieces. 
  Sometimes they were in his place so much, I thought he 
  should have charged them rent. But they never found 
  anything, since he never kept anything there. He was 
  smart, he kept all his gear—his tools and ropes and 
  such—in a place in the sewers underneath the city. 
   
  What did he use the “hideout” for if he didn’t live 
  there? 
  The hideout was his “office”. He made all his plans there, 
  and stored all his equipment there as well.   
   
  Will you tell us how to get there/Take us there? 
  For another drink, Parwez is willing to give them 
  directions to Sa’id’s gear. If he is offered more than one 
  drink or a bribe (any amount over 10 copper helms), he 
  agrees to show them the way. 
   
  If he only provides directions, give the players 
  Player's Handout 2: Parwez’s Instructions.     
   
  REFUSE TO BUY PARWEZ A DRINK 
  If the adventurers fail to buy Parwez a drink at the start of 
  their conversation with him, he is unfriendly, morose 
  and unwilling to talk. If the adventurers attempt to press 
  him for answers, or use Intimidate or Bluff while he is in 
  this state, he will explode in a drunken rage, setting off a 
  bar fight (see Bar Fight below). 
   
  Even if there is no fight, Parwez does not go 
  willingly outside the bar unless he has already agreed to 
  show the adventurers where Sa’id used to hide his 
  equipment. However, if the adventurers manage to get 
  him outside the bar by whatever means possible, a 
  successful Intimidate or Bluff will convince Parwez to 
  reveal the same information as above, albeit more 
  unwillingly, and he will refuse to take them to Sa’id’s 
  hidden cache unless he is specifically Intimidated to do 
  so. 
   
  This is also a good time to remind players again that 
  PCs do not have arms or armor unless they have 
  campaign documentation that allows it. 
   
  BAR FIGHT 
  Daytime versus Night: Whatever the time of day or 
  night, there is always a bartender and two bouncers on 
  duty. During the day, there is only 6 patrons. At night, 
  there are 30 patrons crowded into the bar. 
   
   
  Fight because Parwez loses his temper 
  A bar fight may start because Parwez is not provided with 
  a drink, and then is questioned and subsequently loses 
  his temper.  
   
  If the bar staff believes the adventurers are part of 
  the Molvar guild of the Xanavade (because someone gave 
  the bouncers the secret signal of the guild, or the 
  adventurers entered through a secret door in a non-
  threatening manner) then they do not take part in the 
  fight, although they do defend the bar and its valuable 
  supply of drink and semi-clean glasses. 
  KET8-03 Blood of the True 
   
  Page 12 
  
   
  If the bar staff does not believe the adventurers are 
  part of the guild, then they actively join the fight on the 
  side of Parwez, and deal only non-lethal damage. 
   
  Regardless of the attitude of the bar staff, any bar 
  patrons within 10 feet of an adventurer join in the fight 
  on the side of Parwez after the first round, using only 
  non-lethal damage. Other bar patrons seated further back 
  will watch in amusement and place bets on the outcome 
  of the fight. 
   
  Fight because everyone thinks it’s a raid 
  If the adventurers aggressively charge into the bar from 
  any entrance, or enter via a secret door with weapons 
  drawn, everyone in the place assumes it’s a raid by 
  undercover members of the Lower Watch. The bar staff 
  attacks 
  the 
  adventurers—dealing 
  only 
  non-lethal 
  damage—as does anyone within 10 feet of any 
  adventurer. All other bar patrons try to flee through the 
  nearest exit. 
   
  However, Parwez continues to sleep through the 
  fight unless someone moves into his square or attacks 
  him. If he is awakened, he attempts to flee through the 
  nearest exit. If that is blocked, he attempts to hide behind 
  the bar and drink. If that way is also blocked, he hides 
  under his table. 
   
  If adventurers deal lethal damage 
  If any adventurer deals lethal damage with weapon or 
  spell, someone watching from the safety of one of the 
  secret doors flees and alerts the nearest patrol of the 
  Lower Watch. They arrive in six rounds, and will charge 
  the adventurer(s) who dealt lethal damage with the 
  appropriate crime (see Appendix 3: Ket Laws). If this 
  results in stock time, the adventurer(s) convicted of the 
  crime may not continue the adventure. Fighting the 
  watch ends the adventure immediately, since Nadaid no 
  longer is willing to employ the characters. 
    
  Results of bar fight 
  If the adventurers are defeated (either all knocked 
  unconscious or they surrender), they are thrown into the 
  alley. The adventure is over unless they choose to re-
  enter the bar—which restarts the fight—or can think of 
  a way to get Parwez out of the bar without entering the 
  bar themselves. 
   
  If the adventurers knock out the bar staff, all other 
  bar patrons—including Parwez, if he is conscious—
  attempt to flee through the nearest exit. If the 
  adventurers fail to chase Parwez and thus allow him to 
  get away, the adventure is over, since Parwez will 
  “disappear” into hiding and then flee the city. 
   
  If the adventurers win the fight and still have 
  Parwez, they may question him at their leisure, since they 
  are the only people left in the bar. In this case, Parwez is 
  shaken by the fight, and the adventurers may attempt 
  Intimidate or Bluff with a Circumstance bonus of +5. 
  Although Parwez refuses to show them Sa’id’s hidden 
  cache under the city, the adventurers may Intimidate 
  him into accompanying them with a Circumstance bonus 
  of +5. 
   
  All APLs 
   
  Bartender/Bouncers (3); Appendix 1 
   
  Bar patrons (day 6, night 30); Appendix 1 
   
  THE OLD APARTMENT 
  The adventurers may want to check out Sa’id’s old 
  apartment—the place where he publicly lived when he 
  was in Molvar, not his secret hideout. Parwez either gives 
  them directions or takes them there under the same 
  circumstances as for Sa’id’s hideout under the city. 
  However, the apartment has been rented out to three 
  different people in the seven years since Sai’id 
  disappeared, and if there were ever any clues to Sa’id’s 
  whereabouts in the apartment, they have long since 
  disappeared.  
   
  DEVELOPMENT 
  The key to finding Sa’id is to investigate his hideout 
  under the city. If the adventurers fail to talk to Parwez, or 
  do not follow up on this clue, the adventure is over—go 
  to Conclusion: Didn’t Find It. 
   
  If the adventurers follow up on Parwez’s story, go to 
  3: The River. 
   
  3: THE RIVER 
  See DM Map 3: The Redflood River 
   
   
  Night versus day: This encounter assumes the party 
  attempts to go under the city in the daytime. If they 
  choose to try at night, make the following changes: 
  • 
  Torches in sconces are placed every 20 feet 
  along the wall above the grate where the river 
  goes 
  under 
  the 
  city, 
  providing 
  bright 
  illumination along the entire catwalk and 
  within 20’ of the catwalk.  
  • 
  Adventurers are not seen when they approach 
  the river unless they are carrying a light source 
  or unless they come within 20’ of the catwalk. If 
  they are spotted by the guards and they are not 
  “fishing”, the guards question them much more 
  closely (DC 25 Bluff to avoid arrest). 
   
  With or without Parwez: If Parwez is with the party, go 
  to Parwez is with Party. If the party is following Parwez’s 
  KET8-03 Blood of the True 
   
  Page 13 
  
  KET8-03 Blood of the True 
   
  Page 14 
  written 
  instructions, 
  go 
  to 
  Following 
  Written 
  Instructions. 
   
  PARWEZ IS WITH PARTY 
  Parwez excuses himself for ten minutes, then meets 
  you in the alley outside the Dirty Bottle Cellar 
  carrying a spool of string and half a dozen light 
  wooden poles perhaps six feet long. Weaving slightly, 
  he leads you along city streets, and to the east gate, 
  where there is a slight delay while you pick up any 
  armor and weapons you left there when you entered 
  the city. From the gate, you follow a footpath 
  northwards along the base of the battlements. 
  Coming around a tower at the northeast corner of the 
  city, you behold a wondrous sight—the 300 yard-wide 
  Redflood River
  2, flowing out of the Griffonstrike 
  Pass, smoothly drops over a wide ledge and passes 
  under the north wall of the city. Since it is in the 
  middle of its spring flood, the waters of the Redflood 
  indeed do look a muddy red from the silt being 
  washed out of the nearby Yatil Mountains. 
   
   (Give players Player Handout 3: Redflood River.) 
   
   
  As you look more closely, you see the river slides 
  under the city walls through an enormous iron grate 
  at the base of the wall, likely placed there to prevent 
  large fish and undesirable monsters from taking up 
  residence under the city. A catwalk runs across of the 
  river just in front of the grate, and several guards of 
  the Lower Watch walk back and forth on the catwalk, 
  intently watching the river. They look at you 
  suspiciously, and Parwez hastily takes one of the 
  wooden poles, ties a length of string to one end, and 
  then, with his back to the guards, ties a copper helm 
  to the loose end of the string. Sitting down beside the 
  river, he quickly lowers the coin on the end of string 
  into the river, looking to the casual observer as if he is 
  fishing. He subtly gestures for you to do the same. 
   
  If the adventurers fail to follow suit, the guards become 
  suspicious, and come over to see what brings them down 
  to the river. It is a DC 15 Bluff check to convince the 
  guards that they are there on legitimate business. (Add +5 
  to the roll if they try to convince the guards that they are 
  there to fish, or if they show papers from Nadaid.) If they 
  fail, the guards tell them to move on and Parwez signals 
  that they should comply. He waits for 15 minutes until a 
                                              
   
                                             
  2 The name of the Redflood River and its history were recently 
  revealed by Khadija bint al-Miraj, a priestess of Geshtai (as 
  played by Oren Satov). 
  changing of the guard and then brings the adventurers 
  back to the river to try again, warning them this time to 
  pretend they are fishing. However, the wait for the next 
  changing of the guard is now two hours, so change the 
  text below to reflect that. 
   
     The guards watch you “fishing” for a moment, then 
  continue their slow patrol back and forth across the 
  catwalk over the river. 
   
  After ten minutes, Parwez mutters, “Be ready. 
  Any moment now…” A few more minutes pass, and 
  then you hear other voices echoing across the water. 
  Another party of guards arrives, and the guards on the 
  catwalk go to meet them. There is a moment of 
  conversation, and then all the guards move into a 
  small shack at the far end of the catwalk.  
   
  “Now!” hisses Parwez, and he clumsily springs to 
  his feet. Running over to the near end of the catwalk, 
  he leans over and twists or manipulates one of the 
  iron rods of the massive grating. There is a click, and 
  it swings back out of the way. He dexterously 
  squeezes through the opening and signals you 
  frantically to get through the opening before the 
  guards emerge from the shack. 
   
  The guards exit the shack in just over one minute. Go to 
  Getting Through the Grate below. 
   
  PARTY FOLLOWS WRITTEN DIRECTIONS 
  Allow the party the opportunity to buy fishing 
  equipment as suggested in Parwez’s instructions. 
   
  Following the directions you’ve been given by 
  Parwez, you head to the east gate, where you pick up 
  any armor and weapons you left when you entered 
  the city. From the gate, you follow a footpath 
  northwards along the base of the battlements. 
  Coming around a tower at the northeast corner of the 
  city, you behold a wondrous sight— the 300 yard-
  wide 
  Redflood 
  River
  3, 
  flowing 
  out 
  of 
  the 
  Griffonstrike Pass, smoothly drops over a wide ledge 
  and plunges under the north wall of the city. Since it 
  is in the middle of its spring flood, the waters of the 
  Redflood indeed do look a muddy red from the silt 
  being washed out of the nearby Yatil Mountains.  
   
  (Give players Player Handout 3: Redflood Sweeps 
  Under North Wall of City.) 
   
   
  3 The name of the Redflood River and its history were recently 
  revealed by Khadija bint al-Miraj, a priestess of Geshtai (as 
  played by Oren Satov). 
  
   
   
  As you look more closely, you see the river slides 
  under the city walls through an enormous iron grate 
  at the base of the wall, likely placed there to prevent 
  large fish and undesirable monsters from taking up 
  residence under the city. A catwalk runs across of the 
  river just in front of the grate, and several guards of 
  the Lower Watch walk back and forth on the catwalk, 
  intently watching the river. They look at you 
  suspiciously 
   
  If the adventurers took Parwez’s advice and bought or 
  obtained fishing equipment, then the guards are not 
  suspicious as long as the adventurers immediately sit 
  beside the river and pretend to fish. 
   
  If the adventurers do not “fish”, the guards become 
  suspicious, and come over to see what brings them down 
  to the river. It is a DC 15 Bluff check to convince the 
  guards that they are there on legitimate business. (Add +5 
  to the roll if they try to convince the guards that they are 
  there to fish, or if they show papers from Nadaid.) If they 
  fail, the guards tell them to move on. If the adventurers 
  leave and come back anytime more than 15 minutes later, 
  the guards are new and do not recognize them.  
   
     The guards watch you “fishing” for a moment, then 
  continue their slow patrol back and forth across the 
  catwalk over the river. 
   
  After ten minutes, you hear other voices echoing 
  across the water. Another party of guards arrives, and 
  the guards on the catwalk go to meet them. There is a 
  moment of conversation, and then all the guards 
  move into a small shack at the end of the catwalk.  
   
   
  The guards stay in the shack for just over one minute. If 
  the adventurers immediately go over to the near end of 
  the catwalk and follow Parwez’s instructions, go to 
  Getting Through the Grate below. If they delay for a 
  significant period of time, they have to wait for another 
  guard change in two hours. 
   
  GETTING THROUGH THE GRATE  
   
  Small and Medium creatures can move through the 
  opening without a problem, taking almost no time.  
   
  Each Large creature requires a DC 30 Escape Artist 
  check and 1 minute of time to fit through the opening in 
  the grate. If the first check fails, or there is more than one 
  Large creature, then the guards emerge from the shack 
  and automatically Spot whoever it is that did not make it 
  through the grate. The guards will yell a warning and run 
  across the catwalk (a distance of 240 feet). Anyone who 
  did make it through the grate has 3 rounds to hide before 
  the guards arrive. The guards arrest the people they 
  spotted and hold them for questioning. However, in the 
  absence of any evidence of a crime, the adventurers who 
  were arrested will be released the next morning with a 
  warning to stay away from that part of the city. 
   
  If all the adventurers were arrested, they can try to 
  sneak into the sewers again once they have been released, 
  but have to do so without being seen at all by the guards, 
  who have been alerted to be on the look-out for the 
  “troublemakers”. 
   
  Some adventurers may think to go to Nadaid or 
  other Molvar officials they may have influence with and 
  get permission to go through the grate and travel under 
  the city, and this is acceptable as well. 
   
  DEVELOPMENT 
  If any adventurers make it through the grate without 
  being arrested, go to 4: The Old Hideout.     
  4: THE OLD HIDEOUT 
  See DM Map 4: Under the City. Ask for a marching 
  order for the five-foot-wide walkway. (If Parwez is with 
  the party, he leads.) 
   
  The following assumes the adventurers either have 
  darkvision or a light source. (If Parwez is with the party, 
  he pulls a torch out of his pack and lights it unless there 
  is another light source available.): 
   
  You find yourself on a narrow stone walkway. Beside 
  you, the Redflood, over 200 feet wide at this point, 
  smoothly slides into the gloomy darkness ahead.  
   
  You follow the walkway for about 25 yards, where 
  the river is divided into several channels by massive 
  buttresses. The walkway follows the left-most channel 
  around a corner and then abruptly ends. 
   
  If Parwez is with the party, continue on with If Parwez is 
  with the Party. If the party is following his written 
  instructions, skip down to If the Party is Following 
  Parwez’s Instructions 
   
  IF PARWEZ IS WITH THE PARTY 
  The river water is laden with red silt and is opaque. 
  However, Parwez confidently steps down into the water 
  and demonstrates that there is a hidden walkway under 
  about a foot of water. He explains that it is underwater to 
  prevent anyone from tracking Sa’id from this spot. If 
  anyone expresses distaste about stepping down into the 
  water, Parwez points out that the river at this point comes 
  straight from the mountains, and only is used to wash out 
  the city sewers further under the city. Wading forward 
  through the water ten steps, he manipulates part of the 
  wall and opens a secret door that reveals a short passage.  
   
  KET8-03 Blood of the True 
   
  Page 15 
  
  With a low grinding sound of stone on stone, a 
  narrow door opens, revealing an unlit stone passage 
  leading to another stone door. Like the walkway you 
  are standing on, the floor of the passage is hidden 
  under water.  
   
  There is a foot of water covering the floor in the passage. 
  Like the river, it is laden with red silt, and is opaque.  
   
  Assume that everyone follows Parwez into the 
  passageway in the marching order that was set out 
  (modified to be two abreast since the passageway is 10 
  feet wide) unless a PC specifically indicates that he or she 
  remain outsides.  
   
  The stone door at the far end of the passage is 
  trapped, however Parwez has forgotten about the trap. 
   
  No one brings up the subject of traps 
   
  If no one brings up the possibility of traps, Parwez 
  does not remember that the door is trapped.  
   
  Parwez weaves confidently through the water to the 
  stone door at the far end of the passage, and pulls 
  open the door.  
   
  “Don’t worry about wet feet,” he says over his 
  shoulder. “The floor inside is dry.” 
   
  Suddenly there is a harsh grinding of machinery 
  in 
  the 
  walls, 
  and 
  several 
  things 
  happen 
  simultaneously:  
  - 
  The door is pulled out of Parwez’s hand and 
  slams shut.  
  - 
  The door leading outside slams shut.  
  - 
  [At APLs 4-8] A panel in each wall slides open 
  and small mechanical insects swarm out. 
  Like giant metal cockroaches with large 
  mandibles, these dog-sized constructs have 
  sharp pincers. 
  - 
  [At APLs 10 and 12] A panel in each wall slides 
  open and with a buzzing noise, a cloud of 
  dark metallic shuriken fly out, swarming 
  around and letting off sparks of electricity.  
   
  Have the party roll initiative, and roll initiative for the 
  blades, and a separate initiative for the critters. Parwez’s 
  initiative is always equal to the blade’s initiative minus 1 
  (so it always kills him unless the adventurers intervene 
  first). On the blades’ first turn: 
   
  All along the passageway, gleaming scythe blades 
  sweep out of the walls. A blade sweeps through 
  Parwez, and for a moment, he has the half-puzzled 
  look of someone who has just remembered something 
  important. Then his face goes blank, his torso slides 
  off of his legs, and both halves of his body topple into 
  the water. 
   
  Move to The Trap below. 
   
  Someone reminds Parwez about traps and he 
  attempts to disable it 
  If someone brings up the subject of traps, Parwez 
  remembers that there is a deadly trap here. However, he 
  has never seen the trap in operation because he was 
  always with Sa’id when he came down here, and Sa’id 
  always disabled the trap. Parwez is confident in his 
  abilities though, and offers to disable the trap. (He holds 
  up his shaking hands to demonstrate that he has lost 
  none of his skills.)  
   
  If the party allows Parwez to try: 
   
  Parwez staggers confidently through the water to the 
  stone door at the far end of the passage. He pulls open 
  a piece of stone in the right-hand wall to reveal some 
  mechanism underneath. Mumbling under his breath, 
  he reaches in and twists something. Looking over at 
  you, he gives the thumbs-up sign. 
   
  Suddenly there is a harsh grinding of machinery 
  in 
  the 
  walls, 
  and 
  several 
  things 
  happen 
  simultaneously:  
  - 
  The stone door leading to the river slams 
  shut.  
  - 
  [At APLs 4-8] A panel in each wall slides open 
  and small mechanical insects swarm out. 
  Like giant metal cockroaches with large 
  mandibles, these dog-sized constructs have 
  sharp pincers. 
  - 
  [At APLs 10 and 12] A panel in each wall slides 
  open and with a buzzing noise, a cloud of 
  dark metallic shuriken fly out, swarming 
  around and letting off sparks of electricity.  
   
  Have the party roll initiative, and roll initiative for the 
  blades, and a separate initiative for the critters. Parwez’s 
  initiative is always equal to the blade’s initiative minus 1 
  (so it always kills him unless the adventurers intervene 
  first). On the blades’ first turn: 
   
  All along the passageway, gleaming blades sweep out 
  of the walls. A blade sweeps through Parwez just as he 
  mutters, 
  “Or 
  was 
  I 
  supposed 
  to 
  turn 
  that 
  counterclockwise?” Then his face goes blank, his 
  torso slides off of his legs, and both halves of his body 
  topple into the water. 
   
  Move to The Trap below. 
   
  KET8-03 Blood of the True 
   
  Page 16 
  
  Someone reminds Parwez about traps and a PC 
  attempts to disable it 
  If someone brings up the subject of traps, Parwez 
  remembers that there is a deadly trap here. However, he 
  has never seen the trap in operation because he was 
  always with Sa’id when he came down here, and Sa’id 
  always disabled the trap. 
   
  If someone in the party insists on disabling the trap, 
  Parwez accedes somewhat ungraciously and moves to the 
  back of the party. If the trap is disabled, move to Inside 
  the Hideout below. If the trap is set off:  
   
  Suddenly there is a harsh grinding of machinery 
  in 
  the 
  walls, 
  and 
  several 
  things 
  happen 
  simultaneously:  
  - 
  The stone door leading to the river slams 
  shut.  
  - 
  [At APLs 4-8] A panel in each wall slides open 
  and small mechanical insects swarm out. 
  Like giant metal cockroaches with large 
  mandibles, these dog-sized constructs have 
  sharp pincers. 
  - 
  [At APLs 10 and 12] A panel in each wall slides 
  open and with a buzzing noise, a cloud of 
  dark metallic shuriken fly out, swarming 
  around and letting off sparks of electricity.  
   
  Have the party roll initiative, and roll initiative for the 
  blades, and a separate initiative for the critters. On the 
  blades’ first turn: 
   
  All along the passageway, gleaming blades sweep out 
  of the walls.  
   
  Move to The Trap below. 
   
   
  IF THE PARTY IS FOLLOWING PARWEZ’S 
  INSTRUCTIONS 
  Parwez’s instructions tell the party to step down into the 
  water, walk forward ten paces and then search the wall 
  for a secret door. It is a DC 20 Search check to find the 
  secret door. 
   
  Once the secret door is opened: 
   
  With a low grinding sound of stone on stone, a 
  narrow door opens, revealing an unlit stone passage 
  leading to another stone door. Like the walkway you 
  are standing on, the floor of the passage is hidden 
  under water.  
   
  The stone door at the far end of the passage is trapped.  
   
  If someone finds the trap and successfully disables it, 
  go to Inside the Hideout below. 
   
  If no one checks for traps and simply pulls open the 
  stone door leading to the hideout, or fails a Disable Traps 
  check by enough to trigger the trap, then:  
  Suddenly there is a harsh grinding of machinery in 
  the walls, and several things happen simultaneously:  
  - 
  [If the trap was triggered because the second 
  stone door was pulled open] The stone door is 
  pulled out of your hand and slams shut 
  - 
  The stone door leading to the river slams 
  shut.  
  - 
  [At APLs 4-8] A panel in each wall slides open 
  and small mechanical insects swarm out. 
  Like giant metal cockroaches with large 
  mandibles, these dog-sized constructs have 
  sharp pincers. 
  - 
  [At APLs 10 and 12] A panel in each wall slides 
  open and with a buzzing noise, a cloud of 
  dark metallic shurken fly out, swarming 
  around and letting off sparks of electricity.  
   
  Have the party roll initiative, and roll initiative for the 
  blades, and a separate initiative for the critters. On the 
  blades’ first turn: 
   
  All along the passageway, gleaming blades sweep out 
  of the walls.  
   
  Move to The Trap below. 
   
  THE TRAP 
  This trap has two separate components with separate 
  initiatives: mechanical constructs, and scythe blades.  
   
  As soon as the second door is opened, the doors at 
  both ends of the passage close and lock. At APL 4 and 
  above, a panel in each wall also slides open and the 
  critters move out to attack.  
   
  Critters: On the critters’ first turn, they emerge 
  from their hiding spots through the open panels and 
  attack until they are destroyed.  
   
  Scythe blades: On the blades’ turn, they sweep out 
  of the walls and attack every square in the passageway. 
  The scythe blades continue to attack each round on their 
  turn for the number of rounds indicated in the stat block. 
  The blades sweep horizontally 3 feet above the ground 
  (two feet above the water’s surface). Any creature shorter 
  than 3’, or anyone going prone cannot be hit by the 
  blades. Note that all the trap creatures are either shorter 
  than 3 feet, or are a swarm that is immune to the scythe 
  attacks. 
   
  Disabling the trap: The entire trap can only be 
  centrally disabled before it has been triggered by a 
  mechanism hidden behind a stone plate that is about four 
  feet off the ground just to the right of the second door. 
  KET8-03 Blood of the True 
   
  Page 17 
  
  However, this central control does not disable the trap 
  once the trap is triggered. If the trap is sprung, each of 
  the scythe blades must be disabled or destroyed 
  individually. 
   
   
  APL 2 (EL 2) 
   
  Scything Blade Trap; Appendix 1. 
   
  APL 4 (EL 4) 
   
  Scything Blade Trap; Appendix 1.  
   
   
  Clockroaches (2): hp 15, 15; Appendix 1. 
   
  APL 6 (EL 6) 
   
  Scything Blade Trap; Appendix 1.  
   
   
  Clockroaches (4): hp 15, 15, 15, 15; Appendix 1. 
   
  APL 8 (EL 8) 
   
  Scything Blade Trap; Appendix 1.  
   
   
  Elite Clockroaches (4): hp 26, 26, 26, 26; Appendix 
  1. 
   
  APL 10 (EL 10) 
   
  Scything Blade Trap; Appendix 1.  
   
   
  Shredstorm: hp 77; Appendix 1. 
   
  APL 12 (EL 12) 
   
  Scything Blade Trap; Appendix 1.  
   
   
  Shredstorms (2): hp 77, 77; Appendix 1. 
   
   
   
  Tactics 
   
  Scything Blade Trap: Each round on the trap’s 
  initiative, blades swing from the walls and attack each 
  square in the hall. Each individual blade can be broken as 
  it attacks with a readied attack, or disabled as a full-round 
  action against the listed DC. Once the trap has been 
  triggered it runs for its listed duration, there is no central 
  shutdown. Once it has finished, it needs to be manually 
  reset before it can be triggered again. It gives off a loud 
  clockwork sound as it runs, negating any possible 
  surprise round. 
   
  Since the blades attack at the 3’ height, any Small-
  sized character can easily duck under the blades 
  (although they have to be trying if they are over 3’ in 
  height). Medium-sized creatures must go prone to avoid 
  the blades, whether by sitting or lying down. Alternately, 
  character capable of clinging to the ceiling or hovering 
  can squeeze (with usual penalties) above the blades in the 
  limited space. 
   
  Constructs: The hidden doors open when the trap is 
  triggered (even before the scything blades first attack) 
  and the constructs behind the doors (APLs 4+) can attack. 
  They do not leave the corridor if the adventurers manage 
  to unlock either of the doors and flee, but remain active 
  in the corridor until defeated. 
   
  Clockroaches: They are mindless, following their 
  programmed tactics until destroyed. In the first round 
  they’ll attempt to move to one or the other end of the 
  hallway, provoking if necessary, or as close as possible, 
  and use their line of acid on as many as possible. In 
  subsequent rounds they will just attack, breathing again 
  as the weapon recharges. 
   
  Shredstorms: 
  Each 
  shredstorm 
  will 
  move 
  immediately to one or the other end of the hallway. 
  When it reaches half hit points, it unleashes its lightning 
  bolt on its next action. 
   
  Clockroach Lore 
  Knowledge (Arcana) 
   
  DC 11: This creature is a clockroach, a mindless 
  construct incapable of independent thought. This result 
  reveals all construct traits. 
   
  DC 16: Clockroaches are tough, buglike automatons 
  equipped with magically replenishing reservoirs of 
  powerful acid, which can spray up to 30 feet. 
   
  DC 21: Clockroaches can burrow into stone and 
  earth, and they can climb at the same speed they walk. 
   
  Shredstorm Lore 
  Knowledge (Arcana) 
   
  DC 19: This collection of items is known as a 
  shredstorm, a swarm of animated shuriken. This result 
  reveals all construct and swarm traits (including 
  immunity to weapons). 
   
  DC 24: Shredstorms can discharge a bolt of 
  lightning, but this depletes their charge for some hours 
  so that they are less dangerous afterwards. 
   
  DC 29: Shredstorms are created from adamantine 
  which means that they can cut through almost any 
  material easily. They are sometimes used in siege warfare 
  for this reason. It also makes them quite valuable for 
  salvage, should one be defeated. 
   
  INSIDE THE HIDEOUT 
  You step up out of the water into a small room. A 
  layer of red mud, likely deposited by the river during 
  a higher flood, lies on the floor, and is unmarked by 
  footprints of any kind. A thin sheen of water shines 
  from the ceiling and trickles down the walls. Various 
  pieces of equipment are neatly stowed on pegs, racks 
  and shelves on the walls: a balance and weights, a 
  small bottle clearly marked with a skull & crossbones 
  and the word “Poison”, ropes of various types and 
  lengths, 
  harnesses 
  and 
  other 
  mountaineering 
  KET8-03 Blood of the True 
   
  Page 18 
  
  equipment, and small tools—some of them readily 
  recognizable, others of a more obscure nature. 
   
  A small desk in the corner has some papers lying 
  on it, and a map is pinned to the wall above it. 
   
  Many of the tools are ordinary screwdrivers, pliers, 
  hammers, etc. A rogue recognizes the “obscure” tools as 
  various thieves’ tools. Although these were once 
  masterwork, 
  seven 
  years 
  of 
  humidity 
  and 
  no 
  maintenance have ruined them. 
   
  If there was poison in the bottle, it has evaporated 
  away, although there are a few grains of fine white 
  powder in the bottom of the bottle, not enough to harm 
  anyone though.  
   
  There are both ordinary and silk ropes here of 
  various lengths. However, a close examination of the 
  ropes shows that they are damp, and a DC 12 
  Dungeoneering check reveals that they are not in good 
  shape and probably will not hold very much weight. (If 
  anyone takes any of the ropes and later attempts to use 
  them, they will hold 85 lbs before they snap.)  
   
  A DC 11 Knowledge (Geography) or (Local – VTF) 
  check reveals that the map on the wall is a path or 
  itinerary from the city of Molvar to Greyhawk City via 
  the Griffonstrike Pass, Perrenland, the Velverdyva River 
  and Dyvers. Although the map is crudely drawn and not 
  to scale, the writing on it is precise. It is a DC 15 
  Knowledge (Local – Iuz Border States) to know that the 
  travel times indicated on the map through Perrenland 
  seem to indicate a traveler in a hurry in most places, 
  although there is a three-week delay at a monastery just 
  north of Molvar, and a two-day delay in the city of 
  Krestible in Perrenland.  
   
  Most of the papers on the desk are letters addressed 
  to Sa’id that seem to talk about a possible purchase of an 
  item, although the language is very guarded.  
   
  Give the players Player Handout 4: Letters to Sa’id, 
  and Player’s Handout 5: Map on Wall. 
   
  DEVELOPMENT 
  After examining the material here, the adventurers 
  should be aware of the path that Sa’id planned to take.  
   
  If they return to Nadaid with this news, he takes a 
  few seconds to meet with them, listens to their story, and 
  then encourages them to follow these clues as his 
  assistant comes in to move him to his next meeting. 
   
  Parwez refuses to accompany the party into the 
  Yatils unless he is given a substantial bribe (200gp) or is 
  somehow brought along against his will (which is against 
  the law and results in charges of kidnapping a Citizen). If 
  he comes along willingly, Parwez rides on an old donkey, 
  and insists on bringing several very large and full 
  wineskins, from which he drinks liberally all day. In 
  combat situations, he is useless, cowering under his 
  donkey or hiding in a corner.  
   
  If the adventurers decide to follow Sa’id—either on 
  their own or at the behest of Nadaid, then move to 5: The 
  Valley.  
   
   5: THE VALLEY 
  After a day of travel up the Griffonstrike Pass, the 
  Yatil Mountains rise all around you, their snow-
  capped peaks bright against the blue sky. Following 
  Sai’d’s old map, you leave the main trail, and about an 
  hour later, find yourself looking down at some ruined 
  buildings huddled together in a small valley. It is 
  clear that whoever built this place did not want to be 
  easily found—the valley is almost undetectable from 
  the ground, and unless you stumbled across it 
  through blind luck, you certainly would never find 
  this place without directions. 
   
  It is evident that there was some sort of 
  community here, with a large temple surrounded by 
  several smaller buildings that likely served as the 
  living, eating and sleeping quarters for whoever built 
  this place. However, time has not been kind, and in 
  the centuries since the community was abandoned, 
  the smaller buildings have collapsed into piles of 
  stone. Only the temple still stands, its slate roof and 
  thick stone walls seemingly impervious to the passage 
  of time. 
     
  If there was a path or road down to the buildings 
  through the bushes, long grass and wildflowers, it has 
  long since disappeared. 
   
  There is no sign or track that would indicate that anyone 
  has been into or out of this valley in the recent past.  
   
   
  TOPIARY GUARDIANS 
  The original builders of this community used topiary 
  guardians to guard their privacy. (See Adventure 
  Background: 
  The 
  Abandoned 
  Monastery.) 
  These 
  guardians are still on the prowl and attack anyone not 
  openly displaying the symbol of Al’Akbar. 
   
  This boxed text assumes the party walks or rides into 
  the valley. If the party flies into the valley, the topiary 
  guardians attack when the party either lands or enters the 
  temple. Adjust text to match those circumstances. 
   
  As you enter the valley and weave amongst the thick 
  bushes and underbrush, part of the shrubbery 
  suddenly takes on the rough form of a carnivorous 
  wildcat and leaps at you! 
    
  KET8-03 Blood of the True 
   
  Page 19 
  
  APL 2 (EL 5) 
   
  Leopard Topiary Guardians (2): hp 32, 32; 
  Appendix 1. 
   
  APL 4 (EL 7) 
   
  Leopard Topiary Guardians (4): hp 32, 32, 32, 32; 
  Appendix 1. 
   
  APL 6 (EL 9) 
   
  Lion Topiary Guardians (2): hp 85, 85; Appendix 1. 
   
  APL 8 (EL 11) 
   
  Lion Topiary Guardians (4): hp 85, 85, 85, 85; 
  Appendix 1. 
   
  APL 10 (EL 13) 
   
  Lion Topiary Guardians (3): hp 85, 85, 85; 
  Appendix 1. 
   
  Dire Tiger Topiary Guardian: hp 210; Appendix 1. 
   
  APL 12 (EL 15) 
   
  Dire Tiger Topiary Guardians (3): hp 210, 210, 210; 
  Appendix 1. 
   
  Tactics 
  It is a DC 30 Spot check (-1 per 10 ft. distance) to notice 
  the guardians before they pounce due to their Freeze 
  ability. They move to attack as soon as an intruder gets 
  within 30 ft., or another guardian is attacking (thus it is 
  likely that only one will get a surprise round if they are 
  not spotted). They also attack to defend themselves. 
   
  Due to the general overgrown nature of the 
  surroundings, and attacks made at ground level at a 
  distance of more than 30 ft. suffers a 20% miss chance due 
  to concealment. The long grass does not substantially 
  hinder movement, however.  
  They do not under any circumstances deal lethal damage. 
  They suffer no penalty for dealing nonlethal. 
   
  Anyone openly displaying the holy symbol of 
  Al’Akbar is not attacked by the topiary guardians—the 
  guardians treat that person as if the PC was subject to a 
  sanctuary spell (the guardians do not attack as long as the 
  person does not take any offensive action against them). 
   
  If the guardians knock out everybody, they then 
  withdraw. Once the party awakes, they are not re-
  attacked by the guardians, and are free to explore 
  wherever they want in the valley, since the guardians 
  were only programmed to attack a person until the 
  person fell unconscious, and then to leave the person for 
  the monks of the community to deal with. In this 
  circumstance, of course, no combat experience is granted 
  for this encounter. (However, if a PC leaves the valley 
  and then comes back, the guardians attack that person 
  again.)  
   
  Once the adventurers defeat (or survive) the topiary 
  guardians, they are free to explore the huddle of 
  buildings in the valley. 
   
  OUTBUILDINGS 
  If the adventurers examine any of the collapsed 
  outbuildings: 
  It is obvious that these square piles of weather-beaten 
  stone were once small buildings, likely living, eating 
  and sleeping quarters for whoever built and cared for 
  this temple.  
   
  Stonecunning or a DC 15 Knowledge (Dungeoneering) 
  check indicates that these small buildings collapsed 
  between 100-150 years ago, and that they likely went 
  without repairs or maintenance for 50-100 years before 
  that (i.e. they were abandoned 150-250 years ago). It is 
  obvious that these piles of rubble can no longer provide 
  shelter for anyone. 
   
   
  TEMPLE 
  When the adventurers approach the temple: 
  The temple is in far better shape than the 
  outbuildings—its slate-shingled roof is still intact, 
  and its massive 30-foot high stone walls still stand 
  against the elements.  
   
  High above you, thin tall windows pierce the 
  thick walls. If they had glass in the past, it has long 
  since been shattered by the elements or taken by 
  looters. 
   
  A tall bell tower stands at the south end of the 
  temple. Small songbirds chirp at you as they perch on 
  the louvered grills high in the tower. 
   
  At the base of the bell tower, massive iron-bound 
  oak doors provide an entrance into the temple itself. 
  However, centuries of neglect have taken their toll—
  one door has torn away from its top hinge and half-
  pivoted against the other door, leaving a small 
  opening. 
   
  A DC 15 Knowledge (architecture and engineering) or 
  Knowledge (history) check indicates the design of the 
  temple was popular about 400 years old. A DC 12 
  Knowledge (religion) check informs that this style of 
  building was once popular with several Baklunish 
  religions, and that more specific motifs inside the temple 
  have to be found in order to know which god was 
  worshipped here. 
   
  Despite the obvious avenue of entry provided by the 
  open door, the adventurers may choose to enter the 
  temple via a less obvious route, especially if magical 
  KET8-03 Blood of the True 
   
  Page 20 
  
  means of travel are being employed e.g. fly, wind walk, 
  etc. 
   
  The other two obvious ways to enter are through the 
  narrow windows, and through the louvered grills high in 
  the bell tower. 
   
  Windows: There are four tall, narrow windows on 
  each side of the temple. The bottom of each window is 15 
  feet above the ground. Although there is no glass in the 
  windows, the windows are only one foot wide (although 
  10 feet tall). Small creatures can squeeze through. 
  Medium creatures require a DC 30 Escape Artist check. 
  Large creatures cannot fit through at all.   
   
  Bell tower: If anyone wishes to enter the belfry 
  through the louvered grills high in the bell tower, it is a 
  DC 20 Climb check to reach the grills sixty feet above the 
  ground. The grills are stone, but are held in place by 
  corroding metal clips. They can be pulled out by any kind 
  of determined effort. However, unless the adventurer is 
  somehow secured to the bell tower, it is a DC 25 Climb 
  check to hang on to the bell tower with one hand while 
  applying the kind of leverage needed to remove the grill. 
   
  Once the grill is removed, the adventurer can climb 
  through the opening: 
   
  The interior of the bell tower is completely empty 
  from top to bottom, although rotting pieces of wood 
  still stick out from the walls here and there, marking 
  where a set of stairs once led up to the belfry where 
  you are. 
   
  The massive oak beam that once held the church 
  bell is just above you. Mighty bolts once held the bell 
  to the beam, but only splintered holes remain. Scorch 
  marks are visible on the beam’s weathered surface.  
   
  Sixty feel below you, the shadowy stone floor of 
  the temple portico is brightly illuminated by a beam 
  of sunlight coming through the partially open door, 
  reflecting off the rounded surface of the missing bell 
  that is sitting upright on the ground. You see 
  something like sticks lying in the partial darkness 
  beside the bell.   
   
    
  On a DC 18 Spot check, the adventurer sees a piece of 
  rope hanging over one of the rotting pieces of wood on 
  the inside of the bell tower, about 15 feet below the 
  adventurer. One end hangs dangling in the air, the other 
  end is attached to some sort of mechanism above the 
  double doors.  
   
  If the adventurer climbs down to take a closer look 
  at the rope, it turns out to be about 60 feet of silk rope, 
  although heavily weathered and unlikely to be able to 
  hold any kind of load without snapping. The end of the 
  rope that had been hanging loose is scorched as if by hot 
  flame. 
   
  It is a DC 15 Int check to realize that the rope must 
  be less that 20 years old or it would have completely 
  rotted away by now. 
   
  If the massive beam that held the bell is examined, a 
  DC 12 Knowledge (dungeoneering) check would place 
  the age of the scorches at somewhere between 5-15 years 
  old.  
   
  If the adventurer climbs down the inside of the 
  tower to examine the mechanism above the door, go to 6: 
  Inside the Door.    
     
  Other ways to enter: The adventurers may think to 
  use other means to enter the temple (removing slate 
  shingles from the roof, instant transport magic, etc.) 
  There is no wrong way to enter, even though the easiest 
  is just to walk through the space made by the broken 
  door. 
   
   
  DEVELOPMENT 
  Once the adventurers enter the temple, go to 6: Inside 
  the Door. 
   
   
  6: INSIDE THE DOOR 
  See DM Map 5: Inside the Temple. The DM should 
  map out the belltower and entrance to the temple, so the 
  players can see that the human skeleton is nearer to the 
  door than the horse—as if the horse was being led out of 
  the temple, not into it. 
   
  Just inside the doors of the temple, you see a massive 
  church bell, at least six feet high, sitting upright on 
  the floor. A thin jagged crack runs up the bell’s 
  corroded green surface from top to bottom, and 
  splinters of stone lie around it, evidently gouged from 
  the floor when the bell fell straight down from the 
  bell tower, sixty feet above you. 
   
  Lying at your feet, seemingly reaching out 
  towards you with one hand, is a humanoid skeleton—
  or more accurately, HALF of a humanoid skeleton, 
  since it appears to have been chopped in two by the 
  falling bell, the person’s legs likely still trapped under 
  the bell. One skeletal hand holds two long thin 
  leather strips that lead back under the edge of the 
  bell. Scraps of clothing still cling to the skeleton in 
  places—a shirt that might have once been gray or 
  white, and a cloak that is still red in places but is now 
  sun-bleached to a pale pink where the beam of 
  sunlight coming through the open door plays across 
  it every day.  
   
  Just on the other side of the bell, in the graceful 
  arched entrance to the temple sanctuary, the skeleton 
  of a horse lies on the ground, the poor beast 
  KET8-03 Blood of the True 
   
  Page 21 
  
  apparently beheaded by the falling bell at the same 
  time that its master was cut in half. The horse still 
  wears a saddle, a waterskin and saddlebags, although 
  all have been chewed by vermin. The saddlebag 
  buckles are in the shape of an ornate letter “P”.  
   
  A DC 5 Search check of the humanoid skeleton reveals a 
  gold ring set with an emerald on the middle finger of its 
  right hand, and a chain with the holy symbol of Al’Akbar 
  looped around its neck. A DC 15 Heal check reveals that 
  the skeleton is human, and death was caused by being 
  chopped in half at the waist by the bell. A DC 18 Heal 
  check places the time of the incident somewhere 
  between 5 and 10 years ago. Detect magic will reveal that 
  the ring is magical, see the Treasure Summary below. 
   
  If Parwez is with the adventurers, he recognizes the 
  ring as one that Sa’id habitually wore. The red cloak jogs 
  his memory, and he remembers that Sa’id was wearing a 
  red cloak, a grey shirt and black pants the night he rode 
  away from Molvar. He also believes that the saddlebags 
  are his, recognizing the buckles shaped like the letter “P”, 
  and he therefore believes these are the remains of his 
  horse that Sa’id borrowed from him the night he fled 
  Molvar. However, he is puzzled by the holy symbol of 
  Al’Akbar. Sa’id was not devout and Parwez cannot 
  remember him ever wearing a holy symbol before. 
   
  Searching the saddlebags reveal several sets of 
  clothes, three weeks of iron rations, and several pieces of 
  paper. The papers are notes about habitations and forts 
  along the Griffonstrike Pass, various cities and towns in 
  Perrenland, and the river barge traffic on the Velverdyva 
  River. If the adventurers brought any of the notes or the 
  map from Sa’id’s hideout in Molvar, and think to compare 
  them to these notes, the writing is identical. If the 
  previous notes were left behind in Molvar, it is a DC 15 
  Int check to recognize the writing as being similar to the 
  notes that were left behind, although it is then 
  impossible to say whether the writing is identical. 
   
  The waterskin has been chewed by vermin, is full of 
  holes and is empty. 
   
  The bell weighs 2000 lbs. To lift up the edge of the 
  bell to look under it is a DC 22 Str check (or a DC 25 Str 
  check to tip it over onto its side). Only one adventurer 
  may try to lift or push and two more assist unless the 
  party thinks of another way move the bell. If the 
  adventurers wish to hack their way into the bell, it has 
  hardness 10 and 50 hp, and the entire temple will ring 
  with the noise that is made.  
   
  Underneath the bell are a skeletal horse’s head and a 
  pair of skeletal legs and hips clothed in black pants and a 
  black leather belt. The pieces of leather leading from the 
  humanoid skeleton’s hand turn out to be reins attached 
  to the horse’s bridle. If someone crawls under the bell 
  while it is being lifted—or if the adventurers manage to 
  tip the bell over completely—there is a large bag of 
  Ketite greatshields (gold coins) attached to the leather 
  belt, and a dagger in a leather sheath, which is also 
  attached to the belt. Because the leather belt and sheath 
  were protected from vermin while under the bell, they 
  are in relatively good condition. 
   
  Looking up the bell tower: If anyone stands beside 
  the bell and looks up the inside of the bell tower: 
  The interior of the bell tower is completely empty 
  from top to bottom, although rotting pieces of wood 
  still stick out from the walls here and there, marking 
  where a set of stairs once led up to the belfry. 
   
  Sunbeams playing through the louvered grill of 
  the belfry sixty feet above you illuminate a massive 
  oak beam that apparently once held the bell that is 
  now sitting on the floor beside you. 
    
   
  A DC 13 Spot check reveals a piece of rope attached 
  to some sort of mechanism above the double doors. The 
  rope stretches up into the bell tower, where the other end 
  is hanging over a piece of wood some 35 feet up. 
   
   
  If the rope is pulled down, it turns out to be about 60 
  feet of silk rope, although heavily weathered and unable 
  to hold any kind of load without snapping. The end of 
  the rope that had been hanging up in the bell tower is 
  scorched as if by hot flame. 
   
  It is a DC 15 Int check to realize that the rope must 
  be less than 20 years old or it would have rotted away by 
  now. 
   
  Any adventurer with Trap Sense, or at least 1 rank in 
  Detect Traps, or on a DC 10 Int check, realizes that the 
  mechanism above the door is not part of the door’s 
  natural mechanism, and that it would pull the rope 
  downwards if anyone opened the door. 
   
  If anyone climbs 60 feet up the bell tower to 
  examine the beam that once held the bell (DC 20 Climb 
  check on outside of tower, DC 15 Climb check inside the 
  tower), the weathered surface of the oak beam is 
  scorched. A DC 12 Knowledge (dungeoneering) would 
  place the age of the scorches at somewhere between 5-15 
  years old.   
   
  Treasure 
    
  APL 2: Magic 166 gp; ring of four winds (166 gp); 
  Total 166 gp. 
   
  APL 4: Magic 191 gp; brute ring (191 gp); Total 191 
  gp. 
   
  APL 6: Magic 291 gp; lockpicking ring (291 gp); 
  Total 291 gp. 
   
  APL 8: Magic 500 gp; ring of adamantine touch (500 
  gp); Total 500 gp. 
   
  APL 10: Magic 833 gp; ring of avoidance (833 gp); 
  Total 833 gp. 
  KET8-03 Blood of the True 
   
  Page 22 
  
   
  APL 12: Magic 3,333 gp; ring of freedom of 
  movement (3,333 gp); Total 3,333 gp. 
   
  DEVELOPMENT 
   
  Once the adventurers finish examining the tragic 
  scene by the front door, they can explore the rest of the 
  temple—go to 7: The Blood of the True. 
   
  7: THE CRYPT  
  Two rows of massive stone pillars that support the 
  high ceiling march towards the far end of the nave. 
  Thin beams of sunlight trace a path across the floor 
  between the pillars. You look in vain for some sign of 
  the god that was worshipped here, but every portable 
  item has been taken, every stone carving defaced, 
  every fresco chiseled away. Whether done by the 
  community that abandoned this temple, or as a 
  deliberate desecration in later years, all trace of the 
  god of this temple has been obliterated. A thick layer 
  of dust covers every surface. 
   
  At the far end, steps lead up to a platform. 
  Doubtless it was once used as an altar, but anything 
  that used to rest on it has been removed, and now it is 
  a just a large flat space.  
   
  Just to the left of the platform, a set of stairs leads 
  downward underneath the altar. 
   
  The temple is an empty shell—nothing portable has been 
  left behind. A DC 12 Survival check with the Track feat 
  reveals that only normal-sized mice have crossed the 
  dusty floor in the past few months.  
   
  See DM Map 6: The Crypt. Once the adventurers 
  find the stairs under the altar leading down to the crypt 
  (and assuming they either have a light source or 
  darkvision, since there is no light down here): 
   
  The small space was undoubtedly once the crypt of 
  the temple—a storage space for items used during 
  worship that is now empty.  
   
  A layer of dust covers the floor of the empty 
  room as well as a bedroll that has been unrolled in 
  one corner. A large blood-red gem, the size of an adult 
  human’s fist, lies on the bedroll, the gleam of its 
  glittering surface somewhat muted by the thick layer 
  of dust on it. A black velvet bag lies beside the gem.  
   
  There are no traps here, so a Detect Traps reveals nothing. 
  A detect magic reveals that the gem has strong auras of 
  conjuration and necromancy. The gem also radiates Law, 
  Chaos, Good and Evil, if anyone attempts to detect any of 
  those.  
   
  The soul of Sa’id trapped in the gem has been 
  waiting seven years for this opportunity. He attempts to 
  escape as soon as the first person touches the gem. 
   
  Only a character with divine spells granted by 
  Al’Akbar or a person with a Spirit Tattoo touches 
  the gem:  
  If the only person to touch the gem before it is put in a 
  bag or sack is a character with divine spells granted by 
  Al’Akbar then Sa’id is unable to act due to the 
  countervailing power of Nevazar (the other soul trapped 
  in the gem). Likewise, a person with a Spirit Tattoo (from 
  COR5-09 Gateway to Bright Sands) cannot be possessed. 
   
  If this happens, then once the party leaves the 
  temple, move to Conclusion. 
   
   
  No one touches the gem:  
  If mechanical or magical means are used to move the 
  gem into a bag or sack so that nobody touches the gem, 
  then move to Conclusion. 
    
   
  Someone other than a character with divine 
  spells granted by Al’Akbar touches the gem: 
  If anyone other than a character with divine spells 
  granted by Al’Akbar touches the gem, then Sa’id uses 
  Vourun’s magic to swap places with the soul of the PC. 
  (Note that this happens even if the PC who handles the 
  gem is wearing gloves or trying to protect his hands with 
  some other means.)  
   
  This is a possession effect, so a protection from 
  chaos/law/good/evil spell protects the gem handler. In 
  addition, a DC 36 Fort save stops he possession from 
  taking hold (but does suppress it after it is in place). 
   
  If Sa’id succeeds in forcing the PC’s soul into the 
  gem, take aside the player whose PC is touching the gem 
  and privately read him or her the following: 
   
  The Blood of the True is warm to your touch. As 
  you grasp it, the blood-red ruby shines with an inner 
  light, making your hand glow. The dust suddenly 
  turns burns away, revealing the true beauty of the 
  gem. Suddenly flames seem to seem to shoot up your 
  arm and the gem becomes red-hot, although you 
  cannot let go of it. You hear someone distantly calling 
  your name with a voice that is black and evil. Your 
  vision blurs, and when it clears, you are in a different 
  place.  
   
  The entire world around you has gone blood-red, 
  although shafts of white light continuously flicker for 
  a moment here and there and then are gone.  
   
  Before you stands a Baklunish men in his forties, 
  dressed in a gray shirt and black pants. He looks 
  triumphant, and he suddenly laughs.  
  KET8-03 Blood of the True 
   
  Page 23 
  
   
  “Yes!” he cries, and laughs again. “After seven 
  long years, I am free at last! Thank you for your 
  body—I shall endeavor to take good care of it!” He 
  bows, then snaps his fingers and dissolves into a 
  cloud of red vapor. 
   
  Suddenly more red vapor swirls near you and an 
  old and frail Baklunish man appears beside you. He 
  sighs. 
   
  “This is an evil deed that Sa’id has done.” 
   
  The older man has time to answer a few questions from 
  the adventurer. 
   
  Where am I? 
  You—as in, your body--is still holding the gem. But 
  you—your soul—has been pulled into the gem by Sa’id. 
  He now travels to your body to take it over 
   
  Who are you? 
  I am Nevazar—or at least I am the soul of Nevazar. Many 
  centuries ago, during my youth, I was a follower of 
  Al’Akbar, and one of his first worshippers after he died 
  and ascended to sit with the Baklunish gods. I led a long, 
  and I hope a useful life. As an old man, I encountered a 
  demilich named Vourun, and during that combat we 
  somehow trapped each other’s souls in this gem. A short 
  time ago—well, a short time ago by my standards—the 
  man you saw, Sa’id, touched the gem, and Vourun was 
  able to swap places with Sa’id’s soul. Vourun took over 
  Sa’id’s body, and Sa’id’s soul was trapped in here with me. 
  However, after a thousand years in here, Vourun’s magic 
  permeated this place. Sa’id carefully gathered it up and 
  waited for his chance. Now you have touched the gem 
  and Sa’id has done what Vourun did to him—he has 
  forced your soul into the gem, and has taken over your 
  body.  
   
  Can’t I just wait for the next person to touch the gem 
  and do the same thing that Sa’id did to me? 
  Sa’id used up all of Vourun’s lingering magic in trading 
  places with your soul. There is no magic left in here now 
  that Sa’id has departed, and therefore no way to leave. 
   
  Surely someone else touched the gem over the past 
  thousand years? Why didn’t the demilich swap places 
  with them? Or why didn’t he swap places with Sa’id as 
  soon as he touched the gem in the temple in Molvar? 
  As long as the gem rested in a temple of Al’Akbar or was 
  held by a servant of Al’Akbar, I was able to hold Vourun’s 
  powers in check. A few years ago I felt my power waning 
  for the first time in centuries, and I surmise it was at that 
  time that Sa’id stole the gem and removed it from the 
  Temple of Al’Akbar. Outside the temple, I was unable to 
  prevent Vourun from using his powers, and the first time 
  that Sa’id touched the gem outside the temple, Vourun 
  caught Sa’id in this trap and departed from here. 
   
  After a few minutes of answering questions, Nevazar will 
  say: 
   
  “Now comes the time when you must come with me. 
  It is a risky path and you will either recover your 
  body or be totally destroyed, but it is the only way to 
  escape from the gem.  
   
  “I have husbanded my magic for a thousand 
  years, and I believe I will be able to manifest myself 
  in the outside world for a few minutes. Hitch a ride 
  with me, and you can help me to deal with Sa’id in 
  that time. If you win, you will gain back your body. 
  Lose, and both our souls will be lost.”  
   
  If the adventurer refuses to go with Nevazar, the old man 
  warns he PC that he or she will remain trapped in the 
  gem.  
   
  Assuming the adventurer trapped in the gem agrees 
  to “hitch a ride” with Nevazar, the combat takes place 
  with Sa’id inhabiting the body of the adventurer, and the 
  adventurer’s soul sharing the ‘body’ of Nevazar, who is 
  able to manifest himself outside the gem for a few 
  minutes, using just Nevazar’s abilities.  
   
  Bring the player whose PC was pulled into the gem 
  back to the table and read the following to the entire 
  party. 
   
  ____________________ [name of adventurer who was pulled into 
  gem] gasps and for a moment the gem flares with 
  brilliant red light. Then the light is gone. ______________ 
  looks up and blinks, then smiles and laughs. But the 
  laughter is cut off in midstream as a figure gently 
  fades into view a few feet away. It is an older 
  Baklunish man, dressed in robes, and bearing the 
  symbol of Al’Akbar on his chest. 
   
  “You,” gasps ___________ in a voice that sounds 
  somehow wrong. “What are you doing here?” 
   
  “Sa’id,” says the man gently but sternly. “What 
  happened to you was unfortunate, but you were 
  hardly an innocent victim. Do not add this to your list 
  of crimes.” 
   
  “You may be content to stay in your prison for 
  another thousand years, old man,” snarls _____________. 
  “But this is my chance to break out!” 
   
  Roll initiative for Sa’id and Nevazar/PC at this time, since 
  Sa’id immediately initiates combat in order to escape in 
  the adventurer’s body. Sa’id gets a surprise round in 
  which no one else may act except Nevazar/PC. 
  KET8-03 Blood of the True 
   
  Page 24 
  
   
  APL 2 (EL 5) 
   
  Sa’id inhabiting a PC: hp 29; Appendix 1. 
   
  APL 4 (EL 7) 
   
  Sa’id inhabiting a PC: hp 39; Appendix 1. 
   
  APL 6 (EL 9) 
   
  Sa’id inhabiting a PC: hp 49; Appendix 1. 
   
  APL 8 (EL 11) 
   
  Sa’id inhabiting a PC: hp 59; Appendix 1. 
   
  APL 10 (EL 13) 
   
  Sa’id inhabiting a PC: hp 69; Appendix 1. 
   
  APL 12 (EL 15) 
   
  Sa’id inhabiting a PC: hp 79; Appendix 1. 
   
  Tactics 
   
  Sa’id: Sa’id retains all the skills from his life as a 
  rogue, as well as his mental stats. In addition, he inhabits 
  the body of the adventurer who was pulled into the gem, 
  and can make use of all of that adventurer’s physical 
  attributes (if they are higher than his own), and 
  equipment. He will have little idea how to activate magic 
  items, being able to take advantage of always-on or 
  already activated items. Spells in effect on the character 
  are transferred to him unless they affect primarily the 
  mind. He uses whatever weapons seem most effective, 
  from the selection he is proficient with (as a Fighter with 
  Improved Unarmed Strike) 
   
  Nevazar/PC: Give the portion of Player Handout 6: 
  Nevazar that corresponds to the APL played to the player 
  whose PC was pulled into the gem and allow that player 
  to use Nevazar during the combat.  
   
  If the PC refused to accompany Nevazar, regardless 
  of warnings that he or she would be trapped in the gem 
  forever, then Nevazar manifest all by himself (run by the 
  DM or that player, as you choose), and only be able to use 
  each spell on his list once. 
   
  If the PC agreed to accompany Nevazar, then his or 
  her soul is sharing Nevazar’s body, and is powering 
  Nevazar’s spellcasting. This sharing is what allows him 
  multiple castings of his spells, effectively unlimited for 
  the purpose of this encounter. 
   
  Note that although a protection from [alignment] 
  spell would have prevented Sa’id’s “soul swap” from 
  taking place, once Sa’id has occupied the PC’s body, he is 
  its new owner, and a protection spell does not force his 
  soul out of his new body.  
   
  If Sa’id is killed or knocked unconscious 
  The old man contemplates the lifeless body for a 
  moment.  
   
   “During his life, Sa’id used his considerable skills 
  to avoid every trap conceivable. But from this deadly 
  trap there was no way out. Rest assured that he is 
  gone to whatever place has been prepared for him.” 
  He sits back for a moment.  
   
  For a moment, Nevazar rests and summarize what has 
  happened for the party: 
   
  • 
  A thousand years ago he was trapped in the gem 
  with the soul of a demilich named Vourun. 
  • 
  Vourun had the power to swap souls with 
  anyone who touched the gem, but not while it 
  was in a Temple of Al’Akbar or handled by a 
  priest or paladin of Al’Akbar 
  • 
  When Sa’id stole the gem, he fled here, where 
  he set a trap on the front door, and then drew 
  forth the gem to look at it. 
  • 
  Vourun swapped places with him and fled from 
  the temple with Sa’id’s horse. However, he was 
  killed by Sa’id’s trap. 
  • 
  Sa’id, trapped in the gem, managed to gather up 
  Vourun’s lingering magic, and used it to swap 
  places with the soul of the PC who touched the 
  gem in with him. 
   
  The old man leans over the body again, but then 
  pauses a moment longer.  
   
  “While we were trapped in the gem together, 
  Sa’id told me a bit about your recent history, and the 
  division of the Faith of Al’Akbar. I will not say 
  whether this was good or evil, but I heard Al’Akbar 
  preach when I was young, and I do not believe two 
  different faiths is what he would have wished for.” 
   
  If the PC refused to “hitch a ride” with Nevazar in order 
  to fight Sa’id, and is still trapped in the gem, then read 
  this paragraph: 
   
   
  The ancient cleric takes the Blood of the True in 
  his hands for a moment, and gazes into the depths. 
  “Your friend refused to come with me to fight Sa’id, 
  and remains trapped inside this gem.” He hands it 
  back to you. “The only way to save your friend is to 
  destroy the Blood of the True, and then reunite your 
  friend’s soul and body with a raise dead. There is no 
  other way. I would help you, but my time here has 
  come to an end.” 
  [Skip down to “Nevazar’s soul gratefully departs”.]   
  KET8-03 Blood of the True 
   
  Page 25 
  
  If the PC agreed to “hitch a ride” with Nevazar in order to 
  fight Sa’id, then Nevazar uses his last remaining magic to 
  meld the soul of the adventurer back to the body. Add 
  this paragraph:  
  The old man places his hands on the body, prays for a 
  moment, then he shudders as a glow envelopes him 
  and the body. A moment longer, and then the glow 
  fades away as the old man slumps to the floor. 
  ____________ [name of PC who was pulled into the gem] 
  suddenly coughs, and [his/her] eyes open. 
   
  Nevazar’s soul gratefully departs: Read this paragraph 
  regardless of the status of the PC who was pulled into the 
  gem: 
   
  Looking up at you, the ancient cleric whispers, “I 
  have waited and prayed for this moment for a 
  thousand years. Too many long lifetimes have I been 
  a prisoner on Oerth. I gratefully go now to sit at the 
  feet of Al’Akbar. Remember me in your prayers—I 
  am Nevazar, who once walked beside the Restorer.”  
  He closes his eyes, and his body fades away. 
   
  Now that Sa’id and Nevazar no longer occupy the Blood 
  of the True, it is totally harmless. However, it has also lost 
  all of its “powers”. It no longer has any detectable aura, 
  and it is no longer warm to the touch. Go to Conclusion 
   
  If Sa’id wins 
  If Sa’id wins, he makes sure everyone is dead by quickly 
  applying coup de grâces to every body except Nevazar’s, 
  which simply fades away. He then picks up the Blood of 
  the True and makes his way to Perrenland in his new 
  body to continue with his planned sale of the gem. Go to 
  Conclusion. 
   
   
  CONCLUSION 
  IF A PC IS TRAPPED IN THE GEM 
  Despite anything else that happened, if the PC who was 
  pulled into the gem refused to “hitch a ride” with Nevazar 
  in order to leave the gem and fight Sa’id, then that 
  person’s soul is still trapped in the gem. 
   
  The only way to free the soul from the gem is to 
  destroy the gem. Once the soul is freed, it can be reunited 
  with the PC’s body using raise dead. If only a piece of the 
  body is available, then a resurrection is necessary. 
  However,  
  • 
  if Sa’id defeated the party and left with the gem, 
  or  
  • 
  the party refuses to destroy the gem in order to 
  free the PC’s soul, or  
  • 
  the PCs destroy the gem, releasing the PC’s soul, 
  but the PC either does not have the resources to 
  pay for the spell required, or does not wish to be 
  raised then the PC is removed from the 
  campaign. 
   
  POSSIBLE CONCLUSIONS 
  There are several possible conclusions depending on the 
  PCs’ successes and failures.  
   
   
  If the party didn’t enter the temple: 
  • 
  Go to Didn’t find it 
   
  If the party found the gem, but: 
  • 
  decided not to take it with them, Go to Left 
  Without It 
  • 
  destroyed the gem needlessly i.e. not with the 
  intention of freeing a PC’s soul from the gem, go 
  to Destroyed the Gem Needlessly 
   
  If Sa’id won his combat against the party: 
  • 
  Go to Sa’id Won 
   
  If Sa’id is still trapped in the gem, and the party 
  returns to Molvar with it: 
  • 
  and decides to sell it on their own rather than 
  return it to Nadaid, go to Rogue Party 
  • 
  and returns it to Nadaid, go to Nadaid meets 
  Sa’id  
   
  If the party wins the fight against Sa’ìd and brings the 
  gem with them: 
  • 
  but decides to destroy it to free a PC trapped 
  within the gem, go to Destroyed the Gem to 
  Save a Soul 
  • 
  and decides to sell it on their own rather than 
  return it to Nadaid, go to Rogue Party 
  • 
  and returns it to Nadaid, then go to Complete 
  Success. 
   
  DIDN’T FIND IT 
  Nadaid looks up from the table of papers and maps as 
  you file into the room. His expectant smile fades 
  somewhat as you tell him the Blood of the True could 
  not be found. He sighs. 
   
  “It is what I feared, but considering your 
  reputations, I had hoped for better results.” 
   
  The adventurer receive the 50gp x APL promised by 
  Nadaid plus any loot and xp they earned from the 
  adventure. 
  Treasure 
  APL 2: Coin 100; Total 100 gp. 
  APL 4: Coin 200; Total 200 gp. 
  APL 6: Coin 300; Total 300 gp. 
  KET8-03 Blood of the True 
   
  Page 26 
  
  APL 8: Coin 400; Total 400 gp. 
  APL 10: Coin 500; Total 500 gp. 
  APL 12: Coin 600; Total 600 gp. 
   
  LEFT WITHOUT IT 
  Nadaid looks stunned.  
   
  “You found it but left it there? This feeble effort 
  is not the dedication I require in order to regain the 
  throne!” 
   
  Although he sends his swiftest riders to the 
  monastery immediately, the beautiful gem is gone by 
  the time they get there. 
   
  If there is ever any news of the Blood of the True, 
  it is only a distant rumor from an equally distant land. 
   
  Nadaid refuses to pay his fee, but the PCs keep any other 
  loot and xp they earned from the adventure. 
   
  DESTROYED THE GEM NEEDLESSLY 
  Nadaid looks stunned.  
   
  “You found it but destroyed it? You are fools of 
  the first order!” 
   
  You are immediately escorted from the Red 
  Tower. 
   
  Nadaid refuses to pay his fee, but the PCs keep any other 
  loot and xp they earned from the adventure. They also 
  earn the AR item Nadaid’s Anger. 
   
  DESTROYED THE GEM TO FREE A SOUL 
  Nadaid curses and throws a book across the room. He 
  hammers the table in anger, but then slowly relaxes. 
  Finally he sighs and looks up.  
   
  “So you destroyed a priceless gem to save 
  someone’s soul? Heartbreaking for me, but it was an 
  act of honor, and doubtless a difficult decision for you 
  to make. I thank you for your efforts.” 
   
  The adventurers receive the 50gp x APL promised by 
  Nadaid plus any loot and xp they earned from the 
  adventure. They also earn the AR item Honor Over 
  Riches. 
   
  Treasure 
  APL 2: Coin 100; Total 100 gp. 
  APL 4: Coin 200; Total 200 gp. 
  APL 6: Coin 300; Total 300 gp. 
  APL 8: Coin 400; Total 400 gp. 
  APL 10: Coin 500; Total 500 gp. 
  APL 12: Coin 600; Total 600 gp. 
   
  SA’ID WON 
  If the adventurer who was pulled into the gem “hitched a 
  ride” with Nevazar to fight Sa’id, then that PC’s soul is 
  lost (but can be recovered—see below).  
   
  The other adventurers’ bodies lie in the temple, 
  undiscovered, until a Ket army patrol finally stumbles on 
  them six months later. The bodies are returned to 
  Molvar, where they can be raised or resurrected as the 
  players wish. In addition to the cost of the spellcasting 
  required, there is also a 26 TU penalty to account for the 
  time that the bodies went undiscovered.  
   
  The adventurer whose soul was lost can only be 
  recalled to life through a true resurrection or a miracle, 
  since Sa’id has left with the PC’s body. This can only be 
  done if at least one other PC chooses to be raised (since 
  only the other members of the party know there is a need 
  for spellcasting.) The PC to be resurrected is responsible 
  for the spellcasting costs of the true resurrection or 
  miracle, and also loses 26 TUs. As with character deaths, 
  this must be resolved at the table or the PC’s loss of soul 
  is irrevocable and the PC is removed from the campaign. 
  The body that is incarnated through this spell is identical 
  to the one that Sa’id is using—the adventurer earns the 
  AR reward Doppelganger. 
   
  The adventurers who are raised or resurrected do not 
  get Nadaid’s fee, but they do get any xp and gp earned 
  before they were killed. 
   
  During 
  the 
  six months their bodies went 
  undiscovered, the Blood of the True went onto the 
  underground market, where Nadaid was forced to 
  borrow money from the church of Hextor to pay for it. 
  The PCs earn the AR item Nadaid owes Hextor. 
   
  ROGUE PARTY 
  The PCs manage to sell the Blood of the True for 100,000 
  gp (although their share can’t exceed the APL gold cap, of 
  course). However, news of this reaches Nadaid, earning 
  the PCs both the AR item Nadaid’s Anger, and 
  Lawbreaker status for theft of a state treasure. Having 
  Lawbreaker status means that during any subsequent 
  adventure, whenever the PCs find themselves in any part 
  of Ket controlled by Nadaid, there is a 20% chance that 
  they will be arrested and sentenced to the mines for 52 
  TUs, and branded on the right cheek to mark them as 
  qashari (mining slave).  
   
  The PCs earn max gold plus any xp earned through 
  the adventure. 
  Treasure 
   All APLs: Loot 16,666; Total 16,666 gp. 
   
  NADAID MEETS SA’ID 
  If the gem was only handled by someone who receives 
  divine spells from Al’Akbar, or the gem was somehow 
  KET8-03 Blood of the True 
   
  Page 27 
  
  placed in a bag or sack without being handled, Sa’id is 
  still trapped in the gem when it is given to Nadaid: 
   
  Nadaid looks up from the table of papers and maps as 
  you file into the room.  
   
  Have the adventurers relate how they found the gem, as 
  well as any theory about the clues they found there i.e. 
  the body of the man and the horse by the front door 
  killed by the falling church bell, etc.  
   
  When they hand the gem in the bag to Nadaid, he 
  pulls it out of the bag, enabling Sa’id to swap places with 
  him. Nadaid meets Nevazar and agrees to “hitch a ride” 
  with him. 
   
  Nadaid gasps and for a moment as the gem flares with 
  brilliant red light. Then the light is gone. Nadaid 
  looks up and blinks, then smiles and laughs. But the 
  laughter is cut off in midstream as a figure gently 
  fades into view. It is an older Baklunish man, dressed 
  in robes, and bearing the symbol of Al’Akbar on his 
  chest. 
   
  “You,” gasps Nadaid. “What are you doing here?” 
   
  “Sa’id,” says the man gently but sternly. “What 
  happened to you was unfortunate, but you were 
  hardly an innocent victim. Do not add this evil act to 
  your list of crimes.” 
   
  “You may be content to stay in your prison for 
  another thousand years, old man,” snarls Nadaid with 
  contempt. “But I intend to break out, and I don’t care 
  if the Beygraf is the person standing in my way!” 
   
  Roll initiative for Sa’id (in Nadaid’s body) and 
  Nevazar/Nadaid at this time, since Sa’id initiates combat 
  so he can escape in Nadaid’s body. Sa’id gets a surprise 
  round in which no one else may act except 
  Nevazar/Nadaid. 
   
  APL 2 (EL 5) 
   
  Sa’id inhabiting Nadaid: hp 29; Appendix 1. 
   
  APL 4 (EL 7) 
   
  Sa’id inhabiting Nadaid: hp 39; Appendix 1. 
   
  APL 6 (EL 9) 
   
  Sa’id inhabiting Nadaid: hp 49; Appendix 1. 
   
  APL 8 (EL 11) 
   
  Sa’id inhabiting Nadaid: hp 59; Appendix 1. 
   
  APL 10 (EL 13) 
   
  Sa’id inhabiting Nadaid: hp 69; Appendix 1. 
   
  APL 12 (EL 15) 
   
  Sa’id inhabiting Nadaid: hp 79; Appendix 1. 
   
  Tactics 
   
  Sa’id: Sa’id retains all the skills from his life as a 
  rogue, as well as his mental stats. In addition, he inhabits 
  the body of the Nadaid who was pulled into the gem, and 
  can make use of all of his physical attributes (if they are 
  higher than his own), and equipment. He has little idea 
  how to activate magic items, being able to take advantage 
  of always-on or already activated items. Spells in effect on 
  the character are transferred to him unless they affect 
  primarily the mind. He uses whatever weapons seem 
  most effective, from the selection he is proficient with (as 
  a Fighter with Improved Unarmed Strike) 
   
  Nevazar/Nadaid: Nevazar abilities as per Player 
  Handout 6, at the correct APL, but only one of each. If 
  he runs out of spells, he retreats to a corner, unable to 
  assist further.  
   
  If Sa’id is killed or knocked unconscious 
   
  For a moment, Nevazar rests and summarize what has 
  happened for the party: 
   
  • 
  a thousand years ago he was trapped in the gem 
  with the soul of a demilich named Vourun. 
  • 
  Vourun had the power to swap souls with 
  anyone who touched the gem, but not while it 
  was in a Temple of Al’Akbar or handled by a 
  priest or paladin of Al’Akbar 
  • 
  When Sa’id stole the gem, he fled here, where 
  he set a trap on the front door, and then drew 
  forth the gem to look at it. 
  • 
  Vourun swapped places with him and fled from 
  the temple with Sa’id’s horse. However, he was 
  killed by Sa’id’s trap. 
  • 
  Sa’id, trapped in the gem, managed to gather up 
  Vourun’s lingering magic, and used it to swap 
  places with the soul of the PC who touched the 
  gem in with him. 
   
  The old man leans over Nadaid’s body again, but then 
  pauses a moment longer.  
   
  “While we were trapped in the gem together, 
  Sa’id told me a bit about your recent history, and the 
  division of the Faith of Al’Akbar. I will not say 
  whether this was good or evil, but I heard Al’Akbar 
  preach when I was young, and I do not believe two 
  different faiths is what he would have wished for.” 
   
  The old man places his hands on Nadaid’s body, 
  prays for a moment, then he shudders as a glow 
  KET8-03 Blood of the True 
   
  Page 28 
  
  envelopes him and the body. A moment longer, and 
  then the glow fades away as the old man slumps to 
  the floor. Nadaid suddenly coughs, and his eyes open. 
   
  Looking up at you, the old man whispers, “I have 
  waited and prayed for this moment for a thousand 
  years. Too many long lifetimes have I been a prisoner 
  on Oerth. I gratefully go now to sit at the feet of 
  A’Akbar. Remember me in your prayers—I am 
  Nevazar, who once walked beside the Restorer.”  He 
  closes his eyes, and his body fades away. 
   
  Now that Sa’id and Nevazar no longer occupy the Blood 
  of the True, it is totally harmless. However, it has also lost 
  all of its “powers”. It no longer has any detectable aura, 
  and it is no longer hot to the touch. 
   
   
   
  Nadaid slowly stands, holding the blood-red ruby 
  in his hand.  
   
  “By this strange and unexpected path, all my 
  hopes are now fulfilled—the Thorns swear allegiance 
  to me, a symbol of authority respected by the people. 
  The elves of the Bramblewood are allied with me, 
  giving me power and strength from an unexpected 
  source. And this beautiful gem, given to me by the 
  oldest and most faithful servant of Al’Akbar himself, 
  transfers the blessings of Al’Akbar from the Mullahs 
  to me. 
   
  “The people of Ket can see authority to rule, 
  strength in arms and favor from above. The time has 
  come to reclaim the throne of Ket!” 
   
  In addition to the agreed upon fee of 50gp x APL which 
  he doubles, the PCs also earn the AR item It’s Nadaid’s 
  Now. 
   
  +Treasure 
  APL 2: Coin 400; Total 400 gp. 
  APL 4: Coin 800; Total 800 gp. 
  APL 6: Coin 1,200; Total 1,200 gp. 
  APL 8: Coin 1,600; Total 1,600 gp. 
  APL 10: Coin 2,000; Total 2,000 gp. 
  APL 12: Coin 2,400; Total 2,400 gp. 
   
  If Sa’id wins 
  If Sa’id fights the party and wins, then he attempts to 
  leave the Red Tower (with the Blood of the True, of 
  course). However, as soon as he is recognized by guards 
  and saluted, he realizes that he cannot walk unrecognized 
  in Molvar. Going back into the room, he pulls some 
  clothing off of the adventurers and uses it to disguise 
  himself. Slipping out of the Red Tower, he leaves Ket, 
  never to be seen again. Occasional rumors surface from 
  distant lands about unusual and unexpected sightings of 
  the ex-Beygraf Nadaid, who obviously fled from Ket after 
  being deposed from the throne.  
   
  Meanwhile, Nadaid’s soul was lost following the 
  defeat. Because Sa’id has absconded with Nadaid’s body, it 
  takes a true resurrection or a miracle to bring Nadaid 
  back 
   
  There are two choices—the church of Hextor will 
  cast one of these spells, leaving Nadaid deeply obligated 
  to them and earning the PCs the AR item Nadaid Owes 
  Hextor, or the adventurers can decide to pay for one of 
  these spells themselves. (There is an NPC Cleric of 
  Hextor available willing to sell his services, in this case). 
   
  COMPLETE SUCCESS 
  Nadaid looks up from the table of papers and maps as 
  you file into the room.  
   
  “What news of the Blood of the True?” he asks. 
   
  Give the adventurers the opportunity to make their 
  report. 
   
  Nadaid holds the blood-red ruby in his hand.  
   
  “All my hopes are now fulfilled—the Thorns now 
  swear allegiance to me, a symbol of authority 
  respected 
  by 
  the 
  people. 
  The 
  elves 
  of 
  the 
  Bramblewood are now allied with me, giving me 
  power and strength from an unexpected source. And 
  this beautiful gem now transfers the blessings of 
  Al’Akbar from the Mullahs to me, at least in the eyes 
  of the people. 
   
  “The people of Ket can now see authority to rule, 
  strength in arms and favor from above. The time has 
  come to reclaim the throne of Ket!” 
   
  In addition to the agreed upon fee of 50gp x APL which 
  he quadruples, the PCs also earn the AR item It’s 
  Nadaid’s Now. 
   
  Treasure 
  APL 2: Coin 400; Total 400 gp. 
  APL 4: Coin 800; Total 800 gp. 
  APL 6: Coin 1,200; Total 1,200 gp. 
  APL 8: Coin 1,600; Total 1,600 gp. 
  APL 10: Coin 2,000; Total 2,000 gp. 
  APL 12: Coin 2,400; Total 2,400 gp. 
   
  EXPLANATION OF AR REWARDS 
   
  Nadaid Owes Hextor: The PCs get this if either 
  • 
  Nadaid is pulled into the gem and the party 
  loses the subsequent combat with Sa’id AND 
  the PCs do not pay for a true resurrection to 
  KET8-03 Blood of the True 
   
  Page 29 
  
  recover Nadaid’s soul, leaving that task instead 
  for the church of Hextor, or 
  • 
  The PCs lose the combat with Sa’id in the 
  temple, and Nadaid is forced to borrow money 
  from the Church of Hextor to buy the gem 
  when Sa’id puts it on the market 
  Although there are no immediate effects, there may be 
  consequences in later adventures. 
   
  Nadaid’s Anger: If the PCs either 
  • 
  destroy the gem needlessly rather than returning it, 
  or 
  • 
  sell the gem rather than returning it to Nadaid 
  then they incur the wrath of Nadaid. This may have 
  consequences in later adventures. 
   
   
  Doppelganger: This is awarded if Sa’id wins his combat 
  versus the party AND the PC who fought the battle 
  inside Nevazar’s body pays for a true resurrection. The 
  result is that both Sa’id and the PC have identical bodies. 
  Sa’id will once again take up a life of crime in Ket, and the 
  PC will be sometimes mistaken for his or her “evil twin”.  
   
   
  It’s Nadaid’s Now: If Nadaid ends up in possession of 
  the gem at the end of the adventure, the PCs earn this. 
   
   
  Honor Over Riches: If the PCs destroyed the gem to 
  free someone’s soul, then they earn this AR item. 
   
   
  Lawbreaker: Given to anyone who breaks any law of Ket 
  during the adventure and refuses to stand trial for it. It is 
  also given to the party if they decide to sell the gem 
  instead of giving it to Nadaid. 
   
  Nevazar’s Blessing: Given to the party if Nevazar’s soul 
  is not trapped in the gem at the end of the adventure. 
  (Note that if the gem is destroyed while Nevazar is 
  trapped inside it, the party earns this AR reward, but also 
  earns Nadaid’s Anger, since the gem was not destroyed 
  specifically to save the soul of a PC.) 
   
   
  THE END 
   
   
  KET8-03 Blood of the True 
   
  Page 30 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  2: Dirty Bottle Cellar 
  Getting the important information without violence 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12  
  105 XP 
   
  3: The River 
  Getting the important information without violence 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12  
  105 XP 
   
  4: The Old Hideout 
  Getting past the trap, by whatever means 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
   
  5: The Valley 
  Dealing successfully with the guardians 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  7: The Blood of the True 
  or 
  Conclusion 
  Defeating Sa’id (or keeping him trapped) 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Story Award 
  Nadaid end up with the Blood of the True: 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12  
  105 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  KET8-03 Blood of the True 
   
  Page 31 
  
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
    
  6: Inside the Door 
  APL 2: Magic 166 gp; ring of four winds (166 gp); Total 
  166 gp. 
  APL 4: Magic 191 gp; brute ring (191 gp); Total 191 gp. 
  APL 6: Magic 291 gp; lockpicking ring (291 gp); Total 291 
  gp. 
  APL 8: Magic 500 gp; ring of adamantine touch (500 gp); 
  Total 500 gp. 
  APL 10: Magic 833 gp; ring of avoidance (833 gp); Total 
  833 gp. 
  APL 12: Magic 3,333 gp; ring of freedom of movement 
  (3,333 gp); Total 3,333 gp. 
   
  Conclusion 
  APL 2: Coin 400; Total 400 gp. 
  APL 4: Coin 800; Total 800 gp. 
  APL 6: Coin 1,200; Total 1,200 gp. 
  APL 8: Coin 1,600; Total 1,600 gp. 
  APL 10: Coin 2,000; Total 2,000 gp. 
  APL 12: Coin 2,400; Total 2,400 gp. 
   
  Treasure Cap 
  APL 2: 450 gp 
  APL 4: 650 gp 
  APL 6: 900 gp 
  APL 8: 1,300 gp 
  APL 10: 2,300 gp 
  APL 12: 3,300 gp 
   
   
  Total Possible Treasure 
  APL 2: 566 gp 
  APL 4: 991 gp 
  APL 6: 1,491 gp 
  APL 8: 2,100 gp 
  APL 10: 2,833 gp 
  APL 12: 5,733 gp 
   
   
  ADVENTURE RECORD ITEMS 
  Lawbreaker: You have broken Ket law, and been 
  sentenced. If you fled Ket rather than face punishment, 
  at the start of each subsequent adventure set in Ket you 
  have a 25% chance of being immediately caught and 
  sentenced to twice the original penalty with no escape. 
  Your adventure ends. 
  Crime:________Sentence:________(Served Y/N) 
   
  Nadaid Owes Hextor: Nadaid owes a great debt to the 
  church of Hextor, which has to be repaid at some point. 
   
  Nadaid’s Anger: Nadaid has a personal interest in seeing 
  that the character fails in whatever their further 
  endeavors are. All favors with any Ket organization or 
  individual are removed, as are all Ket Metaorganization 
  memberships save the Xanavade. 
   
  Doppelganger: At the end of every Ket adventure there 
  is a 25% chance that the adventurer will be placed into 
  the stocks for 4 TUs on a mistaken charge. They can pay 
  half of all gold accumulated in that adventure in fines to 
  avoid this fate. 
   
  It’s Nadaid’s Now: Nadaid has a tangible symbol of the 
  favor of Al’Akbar. In gratitude he offers access to all items 
  marked with a *. He will also arrange for one Wizard 
  spell from the PHB to be cast on the character at no 
  charge (material components must still be paid for) at the 
  end of any adventure. Void this favor when used. It costs 
  1 TU if used in a non-Ket adventure. 
   
  Honor Over Riches: You took the difficult road, valuing 
  souls over gold. In response, the next time you would be 
  subject to level drain, you become immune to it for that 
  entire encounter. 
   
  Nevazar’s Blessing: Nevazar’s spirit arranges through 
  visions that various Baklunish churches make available to 
  the character all items below marked with a *, as well as 
  these spells from Complete Champion: benediction, 
  body ward, conduit of life, healing circle, light of 
  wisdom, sacred item, and weight of sin. 
   
  ITEM ACCESS 
  APL 2: 
  *Healing belt (Adventure; MIC 110) 
  Ring of four winds (Adventure; MIC 124) 
  *Standard of valor (Adventure; MIC 197) 
   
  APL 4 (all of APL 2 plus the following): 
  *Armband of confrontation (Adventure; MIC 195) 
  *Belt of one mighty blow (Adventure; MIC 74) 
  Brute ring (Adventure; MIC 83) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  KET8-03 Blood of the True 
   
  Page 32 
  
  *Belt of growth (Adventure; MIC 73) 
  Lockpicking ring (Adventure; MIC 114) 
  *Medal of steadfast honor (Adventure; MIC 196) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  *Belt of ultimate athleticism (Adventure; MIC 75) 
  *Crystal of alacrity (Adventure; MIC 195) 
  Ring of adamantine touch (Adventure; MIC 121) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  *Belt of priestly might (Adventure; MIC 74) 
  Ring of avoidance (Adventure; MIC 122) 
  *Shield of vigor (Adventure; MIC 196) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  *Desperation chain (Adventure; MIC 93) 
  Ring of freedom of movement (Adventure; DMG 232) 
   
  . 
  KET8-03 Blood of the True 
   
  Page 33 
  
  KET8-03 Blood of the True 
   
  Page 34 
  APPENDIX 1: ALL APLS
  2: DIRTY BOTTLE CELLAR  
   
   
  PARWAZ, BARTENDER, BOUNCERS 
  AND BARTENDERS 
  CR 1 
  Male or Female human rogue 1 
  Mostly N Medium humanoid (human) 
  Init +6; Senses Listen +8, Spot +8 
  Languages Common, Ancient Baklunish 
  AC 12, touch 12, flat-footed 10 
   (+2 Dex) 
  hp 7 (1 HD); 
  Fort +1, Ref +4, Will +2 
  Speed 30 ft. (6 squares); 
  Melee sap +0 (1d6 nonlethal) or 
  Melee dagger +0 (1d4/19-20) 
  Ranged thrown dagger +2 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0  
  Atk Options sneak attack 1d6 
  Abilities Str 10, Dex 15, Con 12, Int 13, Wis 14, Cha 
  10 
  SQ trapfinding  
  Feats Alertness, Improved Initiative  
  Skills Appraise +5, Bluff +3, Escape Artist +56, 
  Forgery +5, Hide +6, Listen +8, Move Silently +6, 
  Open Lock +6, Sleight of Hand +6, Spot +8 
  Possessions combat gear plus dagger, sap, thief’s 
  tools, 2d6 sp  
   
   
   
   
  
  APPENDIX 1: APL 2
  4: THE OLD HIDEOUT 
   
   
   
  SCYTHING BLADE TRAP 
    CR 2 
  Description With a grinding noise blades spring out 
  from the walls, chopping through the air chest-high. 
  The sound of clockwork can be heard from behind 
  the walls as the mechanism works. It does not 
  reset when it is finished. 
  Search DC 22; Type mechanical 
  Trigger touch (trying to open far door); Init +1 
  Effect 1 blade (melee attack +2, damage 1d6+2) per 
  target per round. 
  Duration 5 rounds 
  Destruction AC 12; hp 10; hardness 10 (each blade), 
  AC 4; hp 60; hardness 8, break DC 28 (doors) 
  Disarm Disable Device DC 17 (each blade or trigger), 
  Open Lock DC 17 (doors) 
   
  5: THE VALLEY 
   
   
   
  LEOPARD TOPIARY GUARDIAN (2) CR 3 
  Monster Manual III 175 
  Neutral Medium plant 
  Init +3; Senses low-light vision, tremorsense 90 ft.; 
  Listen +0, Spot +0 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 32 (5 HD); DR 10/slashing  
  Immune plant immunities 
  Fort +6, Ref +4, Will +1 
  Weakness vulnerable to fire 
  Speed 40 ft. (8 squares); 
  Melee bite +6 (1d6+3 nonlethal) and 
   
  2 claws +1 melee (1d3+1 nonlethal) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6  
  Atk Options improved grab, merciful, pounce, rake 
  Abilities Str 17, Dex 16, Con 14, Int -, Wis 10, Cha 1 
  SQ freeze 
  Feats - 
  Skills Move Silently +11 
  Freeze (Ex) A leopard topiary guardian can hold itself 
  so still that it appears to be a normal sculpted 
  shrub. An observer must succeed on a DC 30 Spot 
  check to notice that a topiary guardian is actually 
  an animated creature. 
  Improved Grab (Ex) To use this ability, a leopard 
  topiary guardian must hit with its bite attack. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  rake. 
  Merciful (Ex) A leopard topiary guardian can deal 
  nonlethal damage with any of its attacks without 
  taking the standard -4 penalty to attack rolls. 
  Pounce (Ex) If a leopard topiary guardian charges a 
  foe, it can make a full attack, including two rake 
  attacks. 
  Rake (Ex) Attack bonus +6 melee, damage 1d3+1. 
  Skills A leopard topiary guardian has a +8 racial 
  bonus on Move Silently checks. 
   
  7: THE BLOOD OF THE TRUE 
   
   
  SA’ID 
      CR 5 
  Male human (Baklunish) rogue 4/fighter 1 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +4 
  Languages Common, Ancient Baklunish, Halfling 
  AC 16, touch 12, flat-footed 16 
   (+1 Dex, +4 armor, +1 deflection) 
  hp 29 (5 HD)  
  Fort +4, Ref +5, Will +0 
  Speed 30 ft. in no armor (6 squares); 
  Melee one-handed (+1 scimitar) +8 (1d6+4/18-20) or 
   
  Two-handed (falchion) +7 melee (2d4+4/18-
  20) or 
   
  Unarmed strike +7 melee (1d3+3) 
  Ranged missile weapon (longbow) +5 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7  
  Atk Options combat expertise, improved feint, sneak 
  attack 2d6 
  Combat Gear as per body (none) 
  Abilities Str 16, Dex 13, Con 12, Int 14, Wis 8, Cha 
  10 
  SQ evasion, trap sense +1, trapfinding, uncanny 
  dodge 
  Feats Combat Expertise, Improved Feint, Improved 
  Initiative, Improved Unarmed Strike 
  Skills Bluff +8, Climb +8*, Disable Device +10, 
  Escape Artist +9*, Gather Information +4, Hide +9*, 
  Listen +3, Move Silently +9*, Open Lock +9, 
  Search +10, Sleight of Hand +11*, Spot +4 (*armor 
  check penalty applies) 
  Possessions as body (+1 scimitar, bracers of armor 
  +4, ring of deflection +1, amulet of mind shielding) 
  Modifications: With a variable body come three 
  major concerns.   
  Firstly race and size. Modify attacks and AC by +1 for 
  a Small body, and damage by -1. Reverse these 
  for a Large body. Speed is as per race. Other racial 
  modifications are probably not particularly relevant. 
  Secondly physical stats. Modify Sa’id’s physical stats 
  upwards to match those of the body he inhabits, if 
  they are higher. Do not lower them. NPCs he 
  inhabits are assumed not to have higher than his 
  base stats. 
  Thirdly equipment. He will not activate any magic 
  items, so only continuous items need be 
  considered, and generally only weapons and armor 
  are important. Get the numbers close if you are 
  short on time. The stats above (specifically for AC) 
  assume the Beygraf’s equipment, modify for what 
  he actually wields and wears if he takes a PC 
  KET8-03 Blood of the True 
   
  Page 35 
  
  instead. Spells currently in place on the body may 
  also be a factor, the Beygraf has none relevant. 
  KET8-03 Blood of the True 
   
  Page 36 
  
  KET8-03 Blood of the True 
   
  Page 37 
  APL 4 
  4: THE OLD HIDEOUT 
   
   
   
  SCYTHING BLADE TRAP 
    CR 2 
  Description With a grinding noise blades spring out 
  from the walls, chopping through the air chest-high. 
  At the same time, hidden doors open in the walls, 
  revealing low passages into darkness. The sound 
  of clockwork can be heard from behind the walls as 
  the mechanism works. It does not reset when it is 
  finished, and the doors do not close again. 
  Search DC 22; Type mechanical 
  Trigger touch (trying to open far door); Init +1 
  Effect 1 blade (melee attack +2, damage 1d6+2) per 
  target per round. Doors open to release attackers. 
  Duration 5 rounds 
  Destruction AC 12; hp 10; hardness 10 (each blade), 
  AC 4; hp 60; hardness 8, break DC 28 (doors) 
  Disarm Disable Device DC 17 (each blade or trigger), 
  Open Lock DC 17 (doors) 
   
  CLOCKROACH (2) 
     CR 1 
  Monster Manual IV 28 
  N Small construct 
  Init +3; Senses darkvision 60 ft., low-light vision, 
  tremorsense 60 ft., Listen +0, Spot +0 
  Languages - 
  AC 14, touch 14, flat-footed 11 
   (+1 size, +3 Dex) 
  hp 15 (1 HD)  
  Immune construct immunities 
  Fort +0, Ref +3, Will +0 
  Speed 30 ft. (6 squares), burrow 15 ft., climb 30 ft.; 
  Melee 2 pincers +1 each (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -4  
  Special Actions breath weapon 
  Abilities Str 11, Dex 17, Con -, Int -, Wis 11, Cha 10 
  SQ construct traits 
  Feats - 
  Skills Climb +8, Hide +7, Listen +0, Spot +0 
  Breath Weapon (Su) 30 ft. line, once every 5 rounds, 
  damage 3d4 acid, Reflex DC 14 half. The save DC 
  includes a +4 racial bonus.  
  Skills A clockroach has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
   
  5: THE VALLEY 
   
   
   
  LEOPARD TOPIARY GUARDIAN (4) CR 3 
  Monster Manual III 175 
  Neutral Medium plant 
  Init +3; Senses low-light vision, tremorsense 90 ft.; 
  Listen +0, Spot +0 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 32 (5 HD); DR 10/slashing  
  Immune plant immunities 
  Fort +6, Ref +4, Will +1 
  Weakness vulnerable to fire 
  Speed 40 ft. (8 squares); 
  Melee bite +6 (1d6+3 nonlethal) and 
   
  2 claws +1 melee (1d3+1 nonlethal) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6  
  Atk Options improved grab, merciful, pounce, rake 
  Abilities Str 17, Dex 16, Con 14, Int -, Wis 10, Cha 1 
  SQ freeze 
  Feats - 
  Skills Move Silently +11 
  Freeze (Ex) A leopard topiary guardian can hold itself 
  so still that it appears to be a normal sculpted 
  shrub. An observer must succeed on a DC 30 Spot 
  check to notice that a topiary guardian is actually 
  an animated creature. 
  Improved Grab (Ex) To use this ability, a leopard 
  topiary guardian must hit with its bite attack. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  rake. 
  Merciful (Ex) A leopard topiary guardian can deal 
  nonlethal damage with any of its attacks without 
  taking the standard -4 penalty to attack rolls. 
  Pounce (Ex) If a leopard topiary guardian charges a 
  foe, it can make a full attack, including two rake 
  attacks. 
  Rake (Ex) Attack bonus +6 melee, damage 1d3+1. 
  Skills A leopard topiary guardian has a +8 racial 
  bonus on Move Silently checks. 
   
  7: THE BLOOD OF THE TRUE 
   
   
  SA’ID 
     CR 7 
  Male human (Baklunish) rogue 6/fighter 1 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +4, Spot +9 
  Languages Common, Ancient Baklunish, Halfling 
  AC 17, touch 13, flat-footed 17 
   (+1 Dex, +4 armor, +2 deflection) 
  hp 39 (7 HD)  
  Fort +5, Ref +6, Will +1 
  Speed 30 ft. in no armor (6 squares); 
  Melee one-handed (+1 scimitar) +9 (1d6+4/18-20) or 
   
  Two-handed (falchion) +8 melee (2d4+4/18-
  20) or 
   
  Unarmed strike +8 melee (1d3+3) 
  Ranged missile weapon (longbow) +6 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8  
  Atk Options combat expertise, improved feint, sneak 
  attack 3d6 
  Combat Gear as per body (none) 
  Abilities Str 16, Dex 13, Con 12, Int 14, Wis 8, Cha 
  10 
  
  SQ Dodge, evasion, trap sense +2, trapfinding, 
  uncanny dodge 
  Feats Combat Expertise, Dodge, Improved Feint, 
  Improved Initiative, Improved Unarmed Strike 
  Skills Bluff +10, Climb +8*, Disable Device +12, 
  Escape Artist +11*, Gather Information +4, Hide 
  +11*, Listen +4, Move Silently +11*, Open Lock 
  +11, Search +12, Sleight of Hand +13*, Spot +9 
  (*armor check penalty applies) 
  Possessions as body (+1 scimitar, bracers of armor 
  +4, ring of deflection +2, amulet of mind shielding) 
  Modifications: With a variable body come three 
  major concerns.   
  Firstly race and size. Modify attacks and AC by +1 for 
  a small body, and damage by -1. Reverse these for 
  a Large body. Speed is as per race. 
  Secondly physical stats. Modify Sa’id’s physical stats 
  upwards to match those of the body he inhabits, if 
  they are higher. Do not lower them. NPCs he 
  inhabits are assumed not to have higher than his 
  base stats. 
  Thirdly equipment. He will not activate any magic 
  items, so only continuous items need be 
  considered, and generally only weapons and armor 
  are important. Get the numbers close if you are 
  short on time. The stats above (specifically for AC) 
  assume the Beygraf’s equipment, modify for what 
  he actually wields if he takes a PC instead. Spells 
  currently in place on the body may also be a factor, 
  the Beygraf has none relevant. 
   
  KET8-03 Blood of the True 
   
  Page 38 
  
  APL 6 
  4: THE OLD HIDEOUT 
   
   
   
  SCYTHING BLADE TRAP 
    CR 4 
  Description With a grinding noise blades spring out 
  from the walls, chopping through the air chest-high. 
  At the same time, hidden doors open in the walls, 
  revealing low passages into darkness. The sound 
  of clockwork can be heard from behind the walls as 
  the mechanism works. It does not reset when it is 
  finished, and the doors do not close again. 
  Search DC 24; Type mechanical 
  Trigger touch (trying to open far door); Init +2 
  Effect 1 blade (melee attack +4, damage 3d6) per 
  target per round. Doors open to release attackers. 
  Duration 7 rounds 
  Destruction AC 14; hp 20; hardness 10 (each blade), 
  AC 4; hp 60; hardness 8, break DC 28 (doors) 
  Disarm Disable Device DC 19 (each blade or trigger), 
  Open Lock DC 19 (doors) 
   
  CLOCKROACH (4) 
     CR 1 
  Monster Manual IV 28 
  N Small construct 
  Init +3; Senses darkvision 60 ft., low-light vision, 
  tremorsense 60 ft., Listen +0, Spot +0 
  Languages - 
  AC 14, touch 14, flat-footed 11 
   (+1 size, +3 Dex) 
  hp 15 (1 HD)  
  Immune construct immunities 
  Fort +0, Ref +3, Will +0 
  Speed 30 ft. (6 squares), burrow 15 ft., climb 30 ft.; 
  Melee 2 pincers +1 each (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -4  
  Special Actions breath weapon 
  Abilities Str 11, Dex 17, Con -, Int -, Wis 11, Cha 10 
  SQ construct traits 
  Feats - 
  Skills Climb +8, Hide +7, Listen +0, Spot +0 
  Breath Weapon (Su) 30 ft. line, once every 5 rounds, 
  damage 3d4 acid, Reflex DC 14 half. The save DC 
  includes a +4 racial bonus.  
  Skills A clockroach has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
   
  5: THE VALLEY 
   
   
   
  LION TOPIARY GUARDIAN (2)     CR 7 
  Monster Manual III 174 
  N Large plant 
  Init +2; Senses low-light vision, tremorsense 90 ft.; 
  Listen +0, Spot +0 
  AC 17, touch 11, flat-footed 15 
   (-1 size, +2 Dex, +6 natural) 
  hp 85 (10 HD); DR 10/slashing  
  Immune plant immunities 
  Fort +11, Ref +5, Will +3 
  Weakness vulnerable to fire 
  Speed 40 ft. (8 squares); 
  Melee 2 claws +13 (1d6+7 nonlethal) and 
   
  bite +8 melee (1d8+3 nonlethal) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +18  
  Atk Options improved grab, merciful, pounce, rake 
  Abilities Str 25, Dex 14, Con 18, Int -, Wis 10, Cha 1 
  SQ freeze 
  Feats - 
  Skills Move Silently +10 
  Freeze (Ex) A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to 
  notice that a topiary guardian is actually an 
  animated creature. 
  Improved Grab (Ex) To use this ability, a lion topiary 
  guardian must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake 
  on subsequent rounds. 
  Merciful (Ex) A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty to attack rolls. 
  Pounce (Ex) If a lion topiary guardian charges a foe, 
  it can make a full attack, including two rake attacks. 
  Rake (Ex) Attack bonus +13 melee, damage 1d6+3. 
  Skills A topiary guardian has a +8 racial bonus on 
  Move Silently checks. 
   
  7: THE BLOOD OF THE TRUE 
   
   
  SA’ID 
    CR 9 
  Male human (Baklunish) rogue 8/fighter 1 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +8, Spot +11 
  Languages Common, Ancient Baklunish, Halfling 
  AC 19, touch 15, flat-footed 19 
   (+2 Dex, +4 armor, +3 deflection) 
  hp 49 (9 HD)  
  Fort +5, Ref +8, Will +1 
  Speed 30 ft. in no armor (6 squares); 
  Melee one-handed (+2 scimitar) +12/+7 (1d6+5/18-
  20) or 
   
  Two-handed (falchion) +10/+5 melee 
  (2d4+4/18-20) or 
   
  Unarmed strike +10/+5 melee (1d3+3) 
  Ranged missile weapon (longbow) +9/+4 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10  
  Atk Options combat expertise, improved feint, sneak 
  attack 4d6 
  Combat Gear as per body (none) 
  KET8-03 Blood of the True 
   
  Page 39 
  
  Abilities Str 16, Dex 14, Con 12, Int 14, Wis 8, Cha 
  10 
  SQ Dodge, evasion, improved uncanny dodge, 
  Mobility, trap sense +2, trapfinding, uncanny dodge 
  Feats Combat Expertise, Improved Feint, Improved 
  Initiative, Improved Unarmed Strike, Mobility 
  Skills Bluff +12, Climb +8*, Disable Device +14, 
  Escape Artist +14*, Gather Information +4, Hide 
  +14*, Listen +8, Move Silently +14*, Open Lock 
  +14, Search +14, Sleight of Hand +16*, Spot +11 
  (*armor check penalty applies) 
  Possessions as body (+2 scimitar, bracers of armor 
  +4, ring of deflection +3, amulet of mind shielding) 
  Modifications: With a variable body come three 
  major concerns.   
  Firstly race and size. Modify attacks and AC by +1 for 
  a small body, and damage by -1. Reverse these for 
  a Large body. Speed is as per race. 
  Secondly physical stats. Modify Sa’id’s physical stats 
  upwards to match those of the body he inhabits, if 
  they are higher. Do not lower them. NPCs he 
  inhabits are assumed not to have higher than his 
  base stats. 
  Thirdly equipment. He will not activate any magic 
  items, so only continuous items need be 
  considered, and generally only weapons and armor 
  are important. Get the numbers close if you are 
  short on time. The stats above (specifically for AC) 
  assume the Beygraf’s equipment, modify for what 
  he actually wields if he takes a PC instead. Spells 
  currently in place on the body may also be a factor, 
  the Beygraf has none relevant. 
  KET8-03 Blood of the True 
   
  Page 40 
  
  APL 8 
  4: THE OLD HIDEOUT 
   
   
   
  SCYTHING BLADE TRAP 
    CR 6 
  Description With a grinding noise blades spring out 
  from the walls, chopping through the air chest-high. 
  At the same time, hidden doors open in the walls, 
  revealing low passages into darkness. The sound 
  of clockwork can be heard from behind the walls as 
  the mechanism works. It does not reset when it is 
  finished, and the doors do not close again. 
  Search DC 26; Type mechanical 
  Trigger touch (trying to open far door); Init +3 
  Effect 1 blade (melee attack +6, damage 3d6+5) per 
  target per round. Doors open to release attackers. 
  Duration 9 rounds 
  Destruction AC 16; hp 20; hardness 10 (each blade), 
  AC 4; hp 60; hardness 8, break DC 28 (doors) 
  Disarm Disable Device DC 21 (each blade or trigger), 
  Open Lock DC 21 (doors) 
   
  ELITE CLOCKROACH (4) 
    CR 2 
  Monster Manual IV 28 
  N Small construct 
  Init +5; Senses darkvision 60 ft., low-light vision, 
  tremorsense 60 ft., Listen +1, Spot +1 
  Languages - 
  AC 16, touch 16, flat-footed 11 
   (+1 size, +5 Dex) 
  hp 26 (3 HD)  
  Immune construct immunities 
  Fort +1, Ref +6, Will +2 
  Speed 30 ft. (6 squares), burrow 15 ft., climb 30 ft.; 
  Melee 2 pincers +5 each (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +0  
  Special Actions breath weapon 
  Abilities Str 15, Dex 21, Con -, Int -, Wis 13, Cha 12 
  SQ construct traits 
  Feats - 
  Skills Climb +10, Hide +9, Listen +1, Spot +1 
  Breath Weapon (Su) 30 ft. line, once every 5 rounds, 
  damage 3d4 acid, Reflex DC 15 half. The save DC 
  includes a +4 racial bonus.  
  Skills A clockroach has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
   
  5: THE VALLEY 
   
   
   
  LION TOPIARY GUARDIAN (4)    CR 7 
  Monster Manual III 174 
  N Large plant 
  Init +2; Senses low-light vision, tremorsense 90 ft.; 
  Listen +0, Spot +0 
  AC 17, touch 11, flat-footed 15 
   (-1 size, +2 Dex, +6 natural) 
  hp 85 (10 HD); DR 10/slashing  
  Immune plant immunities 
  Fort +11, Ref +5, Will +3 
  Weakness vulnerable to fire 
  Speed 40 ft. (8 squares); 
  Melee 2 claws +13 (1d6+7 nonlethal) and 
   
  bite +8 melee (1d8+3 nonlethal) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +18  
  Atk Options improved grab, merciful, pounce, rake 
  Abilities Str 25, Dex 14, Con 18, Int -, Wis 10, Cha 1 
  SQ freeze 
  Feats - 
  Skills Move Silently +10 
  Freeze (Ex) A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to 
  notice that a topiary guardian is actually an 
  animated creature. 
  Improved Grab (Ex) To use this ability, a lion topiary 
  guardian must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake 
  on subsequent rounds. 
  Merciful (Ex) A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty to attack rolls. 
  Pounce (Ex) If a lion topiary guardian charges a foe, 
  it can make a full attack, including two rake attacks. 
  Rake (Ex) Attack bonus +13 melee, damage 1d6+3. 
  Skills A topiary guardian has a +8 racial bonus on 
  Move Silently checks. 
   
  7: THE BLOOD OF THE TRUE 
   
   
  SA’ID 
    CR 11 
  Male human (Baklunish) rogue 10/fighter 1 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +12, Spot +13 
  Languages Common, Ancient Baklunish, Halfling 
  AC 21, touch 15, flat-footed 21 
   (+2 Dex, +6 armor, +3 deflection) 
  hp 59 (11 HD)  
  Fort +6, Ref +9, Will +2 
  Speed 30 ft. in no armor (6 squares); 
  Melee one-handed (+2 scimitar) +13/+8 (1d6+5/18-
  20) or 
   
  Two-handed (falchion) +11/+6 melee 
  (2d4+4/18-20) or 
   
  Unarmed strike +11/+6 melee (1d3+3) 
  Ranged missile weapon (longbow) +10/+5 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11  
  Atk Options combat expertise, improved feint, sneak 
  attack 5d6 
  Combat Gear as per body (none) 
  Abilities Str 16, Dex 14, Con 12, Int 14, Wis 8, Cha 
  10 
  KET8-03 Blood of the True 
   
  Page 41 
  
  SQ Dodge, evasion, improved uncanny dodge, 
  Mobility, slippery mind, trap sense +3, trapfinding, 
  uncanny dodge 
  Feats Combat Expertise, Improved Feint, Improved 
  Initiative, Improved Unarmed Strike, Mobility 
  Skills Bluff +14, Climb +8*, Disable Device +16, 
  Escape Artist +16*, Gather Information +4, Hide 
  +16*, Listen +12, Move Silently +16*, Open Lock 
  +16, Search +16, Sleight of Hand +18*, Spot +13 
  (*armor check penalty applies) 
  Possessions as body (+2 scimitar, bracers of armor 
  +6, ring of deflection +3, amulet of mind shielding) 
  Modifications: With a variable body come three 
  major concerns.   
  Firstly race and size. Modify attacks and AC by +1 for 
  a small body, and damage by -1. Reverse these for 
  a Large body. Speed is as per race. 
  Secondly physical stats. Modify Sa’id’s physical stats 
  upwards to match those of the body he inhabits, if 
  they are higher. Do not lower them. NPCs he 
  inhabits are assumed not to have higher than his 
  base stats. 
  Thirdly equipment. He will not activate any magic 
  items, so only continuous items need be 
  considered, and generally only weapons and armor 
  are important. Get the numbers close if you are 
  short on time. The stats above (specifically for AC) 
  assume the Beygraf’s equipment, modify for what 
  he actually wields if he takes a PC instead. Spells 
  currently in place on the body may also be a factor, 
  the Beygraf has none relevant. 
  KET8-03 Blood of the True 
   
  Page 42 
  
  APL 10 
  4: THE OLD HIDEOUT 
   
   
   
  SCYTHING BLADE TRAP 
    CR 8 
  Description With a grinding noise blades spring out 
  from the walls, chopping through the air chest-high. 
  At the same time, hidden doors open in the walls, 
  revealing low passages into darkness. The sound 
  of clockwork can be heard from behind the walls as 
  the mechanism works. It does not reset when it is 
  finished, and the doors do not close again. 
  Search DC 28; Type mechanical 
  Trigger touch (trying to open far door); Init +4 
  Effect 1 blade (melee attack +8, damage 3d6+10) per 
  target per round. Doors open to release attackers. 
  Duration 11 rounds 
  Destruction AC 18; hp 20; hardness 10 (each blade), 
  AC 4; hp 60; hardness 8, break DC 28 (doors) 
  Disarm Disable Device DC 23 (each blade or trigger), 
  Open Lock DC 23 (doors) 
   
  SHREDSTORM 
    CR 8 
  Monster Manual III 153 
  N Fine construct (swarm) 
  Init +6; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages -  
  AC 24, touch 24, flat-footed 18 
   (+8 size, +6 Dex) 
  hp 77 (14 HD); 
  Immune electricity, swarm immunities (all weapon 
  damage) 
  Fort +4, Ref +10, Will +4 
  Speed Fly 90 ft. (perfect) (18 squares) 
  Melee swarm (3d6 plus 2d6 electricity) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +10; Grp -  
  Atk Options distraction, penetration 
  Special Actions lightning bolt 
  Abilities Str 6, Dex 22, Con -, Int -, Wis 11, Cha 10 
  SQ swarm traits 
  Feats - 
  Skills - 
  Distraction (Ex) Any living creature vulnerable to a 
  shredstorm’s damage that begins its turn with a 
  swarm in its square is nauseated for 1 round; a DC 
  17 Fortitude save negates the effect. Even after a 
  successful save, spellcasting or concentrating on 
  spells requires a Concentration check (DC 20+spell 
  level). Using skills requiring patience and 
  concentration requires a DC 20 Concentration 
  check. The save DC is Constitution-based. 
  Lightning Bolt (Su) A shredstorm can discharge part 
  of its electrical aura in a blast of electricity that acts 
  as a lightning bolt cast by a 14th level character 
  (Reflex DC 17 half). A shredstorm requires 2d6 
  hours after each use to build up to full strength; 
  during this time, it deals only 1d6 points of 
  electricity damage to those whose space it 
  occupies. The save DC is Charisma-based. 
  Penetration (Ex) The swarm attack of a shredstorm 
  is treated as an adamantine magic weapon for the 
  purpose of overcoming damage reduction, and it 
  strikes incorporeal creatures as a magic weapon 
  does. When striking an object, a shredstorm 
  ignores any hardness less than 20. 
   
  5: THE VALLEY 
   
   
   
  LION TOPIARY GUARDIAN (3)   CR 7 
  Monster Manual III  174 
  Neutral Large plant 
  Init +2; Senses low-light vision, tremorsense 90 ft.; 
  Listen +0, Spot +0 
  AC 17, touch 11, flat-footed 15 
   (-1 size, +2 Dex, +6 natural) 
  hp 85 (10 HD); DR 10/slashing  
  Immune plant immunities 
  Fort +11, Ref +5, Will +3 
  Weakness vulnerable to fire 
  Speed 40 ft. (8 squares); 
  Melee 2 claws +13 (1d6+7 nonlethal) and 
   
  bite +8 melee (1d8+3 nonlethal) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +18  
  Atk Options improved grab, merciful, pounce, rake 
  Abilities Str 25, Dex 14, Con 18, Int -, Wis 10, Cha 1 
  SQ freeze 
  Feats - 
  Skills Move Silently +10 
  Freeze (Ex) A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to 
  notice that a topiary guardian is actually an 
  animated creature. 
  Improved Grab (Ex) To use this ability, a lion topiary 
  guardian must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake 
  on subsequent rounds. 
  Merciful (Ex) A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty to attack rolls. 
  Pounce (Ex) If a lion topiary guardian charges a foe, 
  it can make a full attack, including two rake attacks. 
  Rake (Ex) Attack bonus +13 melee, damage 1d6+3. 
  Skills A topiary guardian has a +8 racial bonus on 
  Move Silently checks. 
   
  DIRE TIGER TOPIARY GUARDIAN CR 12 
  Monster Manual III 174 
  N Huge plant 
  Init +1; Senses low-light vision, tremorsense 90 ft.; 
  Listen +0, Spot +0 
  AC 18, touch 9, flat-footed 17 
  KET8-03 Blood of the True 
   
  Page 43 
  
   (-2 size, +1 Dex, +9 natural) 
  hp 210 (20 HD); DR 10/slashing  
  Immune plant immunities 
  Fort +18, Ref +7, Will +6 
  Weakness vulnerable to fire 
  Speed 40 ft. (8 squares); 
  Melee 2 claws +20 (1d8+11 nonlethal) and 
   
  bite +15 melee (2d6+5 nonlethal) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +15; Grp +34  
  Atk Options improved grab, merciful, pounce, rake 
  Abilities Str 33, Dex 12, Con 22, Int -, Wis 10, Cha 1 
  SQ freeze 
  Feats - 
  Skills Move Silently +9 
  Freeze (Ex) A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to 
  notice that a topiary guardian is actually an 
  animated creature. 
  Improved Grab (Ex) To use this ability, a lion topiary 
  guardian must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake 
  on subsequent rounds. 
  Merciful (Ex) A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty to attack rolls. 
  Pounce (Ex) If a lion topiary guardian charges a foe, 
  it can make a full attack, including two rake attacks. 
  Rake (Ex) Attack bonus +20 melee, damage 1d8+5. 
  Skills A topiary guardian has a +8 racial bonus on 
  Move Silently checks. 
   
  7: THE BLOOD OF THE TRUE 
   
   
  SA’ID 
    CR 13 
  Male human (Baklunish) rogue 12/fighter 1 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +15, Spot +15 
  Languages Common, Ancient Baklunish, Halfling 
  AC 23, touch 15, flat-footed 23 
   (+2 Dex, +8 armor, +3 deflection) 
  hp 69 (13 HD)  
  Fort +7, Ref +10, Will +3 
  Speed 30 ft. in no armor (6 squares); 
  Melee one-handed (+3 scimitar) +16/+11 (1d6+6/18-
  20) or 
   
  Two-handed (falchion) +13/+8 melee 
  (2d4+4/18-20) or 
   
  Unarmed strike +13/+8 melee (1d3+3) 
  Ranged missile weapon (longbow) +12/+7 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +13  
  Atk Options combat expertise, improved feint, sneak 
  attack 6d6 
  Combat Gear as per body (none) 
  Abilities Str 17, Dex 14, Con 12, Int 14, Wis 8, Cha 
  10 
  SQ Dodge, Elusive Target, evasion, improved 
  uncanny dodge, Mobility, slippery mind, trap sense 
  +3, trapfinding, uncanny dodge 
  Feats Combat Expertise, Elusive Target*, Improved 
  Feint, Improved Initiative, Improved Unarmed 
  Strike, Mobility 
  Skills Bluff +16, Climb +9*, Disable Device +18, 
  Escape Artist +18*, Gather Information +4, Hide 
  +18*, Listen +15, Move Silently +18*, Open Lock 
  +18, Search +18, Sleight of Hand +20*, Spot +15 
  (*armor check penalty applies) 
  Possessions as body (+3 scimitar, bracers of armor 
  +8, ring of deflection +3, amulet of mind shielding) 
  Modifications: With a variable body come three 
  major concerns.   
  Firstly race and size. Modify attacks and AC by +1 for 
  a small body, and damage by -1. Reverse these for 
  a Large body. Speed is as per race. 
  Secondly physical stats. Modify Sa’id’s physical stats 
  upwards to match those of the body he inhabits, if 
  they are higher. Do not lower them. NPCs he 
  inhabits are assumed not to have higher than his 
  base stats. 
  Thirdly equipment. He will not activate any magic 
  items, so only continuous items need be 
  considered, and generally only weapons and armor 
  are important. Get the numbers close if you are 
  short on time. The stats above (specifically for AC) 
  assume the Beygraf’s equipment, modify for what 
  he actually wields if he takes a PC instead. Spells 
  currently in place on the body may also be a factor, 
  the Beygraf has none relevant. 
  * see Appendix 2: New Rules Items
  KET8-03 Blood of the True 
   
  Page 44 
  
  APL 12 
  4: THE OLD HIDEOUT 
   
   
   
  SCYTHING BLADE TRAP              CR 10 
  Description With a grinding noise blades spring out 
  from the walls, chopping through the air chest-high. 
  At the same time, hidden doors open in the walls, 
  revealing low passages into darkness. The sound 
  of clockwork can be heard from behind the walls as 
  the mechanism works. It does not reset when it is 
  finished, and the doors do not close again. 
  Search DC 30; Type mechanical 
  Trigger touch (trying to open far door); Init +5 
  Effect 1 blade (melee attack +10, damage 3d6+15) 
  per target per round. Doors open to release 
  attackers. 
  Duration 13 rounds 
  Destruction AC 20; hp 20; hardness 10 (each blade), 
  AC 4; hp 60; hardness 8, break DC 28 (doors) 
  Disarm Disable Device DC 25 (each blade or trigger), 
  Open Lock DC 25 (doors) 
   
  SHREDSTORM (2) 
      CR 8 
  Monster Manual III 153 
  N Fine construct (swarm) 
  Init +6; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages -  
  AC 24, touch 24, flat-footed 18 
   (+8 size, +6 Dex) 
  hp 77 (14 HD); 
  Immune electricity, swarm immunities (all weapon 
  damage) 
  Fort +4, Ref +10, Will +4 
  Speed Fly 90 ft. (perfect) (18 squares) 
  Melee swarm (3d6 plus 2d6 electricity) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +10; Grp -  
  Atk Options distraction, penetration 
  Special Actions lightning bolt 
  Abilities Str 6, Dex 22, Con -, Int -, Wis 11, Cha 10 
  SQ swarm traits 
  Feats - 
  Skills - 
  Distraction (Ex) Any living creature vulnerable to a 
  shredstorm’s damage that begins its turn with a 
  swarm in its square is nauseated for 1 round; a DC 
  17 Fortitude save negates the effect. Even after a 
  successful save, spellcasting or concentrating on 
  spells requires a Concentration check (DC 20+spell 
  level). Using skills requiring patience and 
  concentration requires a DC 20 Concentration 
  check. The save DC is Constitution-based. 
  Lightning Bolt (Su) A shredstorm can discharge part 
  of its electrical aura in a blast of electricity that acts 
  as a lightning bolt cast by a 14th level character 
  (Reflex DC 17 half). A shredstorm requires 2d6 
  hours after each use to build up to full strength; 
  during this time, it deals only 1d6 points of 
  electricity damage to those whose space it 
  occupies. The save DC is Charisma-based. 
  Penetration (Ex) The swarm attack of a shredstorm 
  is treated as an adamantine magic weapon for the 
  purpose of overcoming damage reduction, and it 
  strikes incorporeal creatures as a magic weapon 
  does. When striking an object, a shredstorm 
  ignores any hardness less than 20. 
   
  5: THE VALLEY 
   
   
   
  DIRE TIGER TOPIARY GUARDIAN (3)      
   CR 12 
  Monster Manual III 174 
  N Huge plant 
  Init +1; Senses low-light vision, tremorsense 90 ft.; 
  Listen +0, Spot +0 
  AC 18, touch 9, flat-footed 17 
   (-2 size, +1 Dex, +9 natural) 
  hp 210 (20 HD); DR 10/slashing  
  Immune plant immunities 
  Fort +18, Ref +7, Will +6 
  Weakness vulnerable to fire 
  Speed 40 ft. (8 squares); 
  Melee 2 claws +20 (1d8+11 nonlethal) and 
   
  bite +15 melee (2d6+5 nonlethal) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +15; Grp +34  
  Atk Options improved grab, merciful, pounce, rake 
  Abilities Str 33, Dex 12, Con 22, Int -, Wis 10, Cha 1 
  SQ freeze 
  Feats - 
  Skills Move Silently +9 
  Freeze (Ex) A topiary guardian can hold itself so still 
  that it appears to be a normal sculpted shrub. An 
  observer must succeed on a DC 30 Spot check to 
  notice that a topiary guardian is actually an 
  animated creature. 
  Improved Grab (Ex) To use this ability, a lion topiary 
  guardian must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake 
  on subsequent rounds. 
  Merciful (Ex) A topiary guardian can deal nonlethal 
  damage with any of its attacks without taking the 
  standard -4 penalty to attack rolls. 
  Pounce (Ex) If a lion topiary guardian charges a foe, 
  it can make a full attack, including two rake attacks. 
  Rake (Ex) Attack bonus +20 melee, damage 1d8+5. 
  Skills A topiary guardian has a +8 racial bonus on 
  Move Silently checks. 
   
  7: THE BLOOD OF THE TRUE 
   
   
  SA’ID 
    CR 15 
  Male human (Baklunish) rogue 14/fighter 1 
  NE Medium humanoid (human) 
  KET8-03 Blood of the True 
   
  Page 45 
  
  Init +6; Senses Listen +17, Spot +17 
  Languages Common, Ancient Baklunish, Halfling 
  AC 25, touch 17, flat-footed 25 
   (+2 Dex, +8 armor, +5 deflection) 
  hp 79 (15 HD)  
  Fort +7, Ref +11, Will +3 
  Speed 30 ft. in no armor (6 squares); 
  Melee one-handed (+5 scimitar) +19/+14/+9 
  (1d6+8/18-20) or 
   
  Two-handed (falchion) +14/+9/+4 melee 
  (2d4+4/18-20) or 
   
  Unarmed strike +14/+9/+4 melee (1d3+3) 
  Ranged missile weapon (longbow) +13/+8/+3 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +14  
  Atk Options combat expertise, improved combat 
  expertise, improved feint, sneak attack 7d6 
  Combat Gear as per body (none) 
  Abilities Str 17, Dex 14, Con 12, Int 14, Wis 8, Cha 
  10 
  SQ Dodge, Elusive Target*, evasion, improved 
  uncanny dodge, Mobility, slippery mind, trap sense 
  +3, trapfinding, uncanny dodge 
  Feats Combat Expertise, Elusive Target, Improved 
  Combat Expertise*, Improved Feint, Improved 
  Initiative, Improved Unarmed Strike, Mobility 
  Skills Bluff +18, Climb +11*, Disable Device +20, 
  Escape Artist +20*, Gather Information +4, Hide 
  +20*, Listen +17, Move Silently +20*, Open Lock 
  +20, Search +20, Sleight of Hand +22*, Spot +17 
  (*armor check penalty applies) 
  Possessions as body (+5 scimitar, bracers of armor 
  +8, ring of deflection +5, amulet of mind shielding) 
  Modifications: With a variable body come three 
  major concerns.   
  Firstly race and size. Modify attacks and AC by +1 for 
  a small body, and damage by -1. Reverse these for 
  a Large body. Speed is as per race. 
  Secondly physical stats. Modify Sa’id’s physical stats 
  upwards to match those of the body he inhabits, if 
  they are higher. Do not lower them. NPCs he 
  inhabits are assumed not to have higher than his 
  base stats. 
  Thirdly equipment. He will not know how to activate 
  any magic items, so only continuous items need be 
  considered, and generally only weapons and armor 
  are important. Get the numbers close if you are 
  short on time. The stats above (specifically for AC) 
  assume the Beygraf’s equipment, modify for what 
  he actually wields if he takes a PC’s body instead. 
  Spells currently in place on the body may also be a 
  factor, the Beygraf has none relevant. 
  * see Appendix 2: New Rules Items 
  KET8-03 Blood of the True 
   
  Page 46 
  
  KET8-03 Blood of the True 
   
  Page 47 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Elusive Target [Tactical] 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foe gains no bonus on the damage roll, 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you 
  must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat. 
  The first attack of the round from the designated 
  attacker automatically misses you and may strike the 
  other flanking foe instead; the attacking creature 
  makes an attack normally, and its ally is considered 
  flat-footed. If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If a foe misses you, you can 
  make a free trip attempt against this foe, and the foe 
  does not get a chance to trip you if your attempt fails. 
   
  Source: Complete Warrior 110 
   
  Improved Combat Expertise [General] 
  You have mastered the art of defense in combat. 
   
  Prerequisites: Int 13, Combat Expertise, base 
  attack bonus 6+. 
   
  Benefit: When you use the Combat Expertise feat 
  to improve your Armor Class, the number you subtract 
  from your attack roll and add to your AC can be any 
  number that does not exceed your base attack bonus. 
   
  Normal: With Combat Expertise, the number can 
  be no greater than +5. 
   
  Special: A fighter may select Improved Combat 
  Expertise as one of his fighter bonus feats. 
   
  Source: Complete Warrior 100 
   
   
  
  APPENDIX 3: UNSAVOURY CONTACTS 
  The new Living Greyhawk Campaign Card "Unsavory Contacts" can create forged documents (DC 25 Forgery) that 
  allow the player to carry one illegal weapon within a city. This is obviously in contravention of Ket's laws against 
  carrying weapons other than dagger, sap or staff into a walled town or city.  
   
   
  With the Circle's approval, the following policy will apply to this use of "Unsavory Contacts" within Molvar:  
   
   
  If the person with the document is a Ket Citizen, and is trying to bring in a light weapon or scimitar or falchion, 
  then the guards at the gate examine the document with a total bonus of +6 (+2 unusual documents, +2 familiarity, +2 
  skill ranks). If the above conditions don't apply—-i.e. the person is a non-Citizen, or is trying to bring in a heavy, missile 
  or exotic weapon—-then the guards fetch a Jurat to look more closely. The Jurat will have an adjusted bonus of +11 (+2 
  Int, +2 familiarity, +2 suspicious documents, +5 ranks). Other modifiers can be added at the DMs discretion, depending 
  on circumstances. In any case, the documentation is likely to be examined again by any Thresher that is encountered 
  within the city (with a bonus of +6 again). In no case will this allow anyone to bear weapons within the Copper Palace 
  without specific campaign documentation.  
   
   
  As per already-established Ket laws, the punishment for being caught with forged documents and illegal 
  weapons will be 10 TUs in the stocks, with the usual option for fleeing with a Warrant of Ket. Those that choose to take 
  the 10 TUs are escorted to the city gates at the end of their sentence, given their weapon back and told to leave the city.  
   
  The above information will be well-known to all Ket residents, so if a Ket resident wants to use "Unsavory Contacts" for 
  this purpose, the DM will inform the player about the above information before the card is used. If a party is entirely 
  composed of out-of-region players, the DM will give anyone wanting to use "Unsavory Contacts" a DC 10 Gather 
  Information check to know about the above info. (If there is at least one Ket resident in the party, the DM can assume 
  that the Ketite has informed the out-of-region PCs about this, so the DM can give any PCs wanting to use "Unsavory 
  Contacts" the above information) 
  KET8-03 Blood of the True 
   
  Page 48 
  
  KET8-03 Blood of the True 
   
  Page 49 
  APPENDIX 4: KET LAWS 
  For minor crimes (sentences of 10 TUs stock time or less), Threshers are able to immediately investigate the crime, interview 
  witnesses, pass judgment and carry out the sentence. For major crimes, the accused is turned over to a formal court hearing before a 
  Jurat and two mullahs. 
   
  Crime & Punishment: The punishment for many crimes, especially of assault, aggravated assault and murder, will largely 
  depend on the status of the victim. 
   
  Mitigating Circumstances: In recent times, moderate voices have convinced the Beygraf that the "all-or-nothing" aspect of the 
  justice system had become a burden to the common people. The solution was to introduce "mitigating circumstances" to sentencing--
  given certain predetermined circumstances during the commission of the crime, the convicted person will receive a reduced 
  sentence.  
   
  Legal wrangling: Upon conviction, legal wrangling can be attempted in order to reduce the sentence when there are no 
  mitigating circumstances, or in place of mitigating circumstances. However, if a adventurer attempts legal wrangling, then he or she 
  cannot call upon mitigating circumstances as well. By making a Diplomacy or Profession (Lawyer) check at DC 20 + APL, execution 
  will be reduced to life in the mines, life in the mines will be reduced to 2 years in the mines, and all other sentences reduced to half 
  their length or half the fine, whichever is applicable. 
   
  CRIMES OF DEBT  
  Falling into Debt (Citizen): Sentenced to become ushdar 
  (indentured servant) in household of creditor until Jurat has 
  determined that worth of labour performed has matched 
  debt.  
   
  Mitigating Circumstances: None 
  Unpaid debt obtained with Fraudulent Collateral (Non-
  Citizen): Upon determination that collateral did not match 
  worth of loan, sentenced to become qashar (mine slave) until 
  Jurat has determined that worth of labor performed has 
  matched debt.  
   
  Mitigating Circumstances: None 
  MINOR CRIMES  
  Vandalism: Fine equal to double the value of the property 
  damage, plus repair costs to owner of property; or if unable to 
  pay fine, 1 TU of court-appointed indentured servitude per 10 
  greatshields of property damage.*  
   
  Mitigating Circumstances: None 
  Tax evasion: Fine equal to double the value of the tax owed, 
  or if unable to pay fine, court-appointed indentured servitude 
  to a Citizen of Jurat’s choice, 1 TU per 10 greatshields of tax 
  owed.*  
   
  Mitigating Circumstances: None 
  Break & Enter: 2 TUs in stocks for unauthorized entry, in 
  addition to any punishment for theft.  
  Mitigating Circumstances: It was an emergency; Effect: No 
  fine or conviction 
  Theft: Fine equal to double the value of the item stolen owed, 
  plus restitution to owner of property; or if unable to pay fine, 
  court-appointed indentured servitude to owner of property, 1 
  TU of per 10 greatshields of property value*  
   
  Mitigating Circumstances: None  
  Heresy: The worship of Olidamarra is illegal in Ket, 
  punishable with 1 TU in the stocks and confiscation of any 
  materials dedicated to Olidamarra (including holy symbols)  
   
  Mitigating Circumstances: None  
   
   
   
   
   
  CRIMES AGAINST “MONSTERS”  
  Killing of "monster": Fine (typically 100 greatshields); or if 
  unable to pay fine, court-appointed indentured servitude to 
  Citizen of Jurat’s choice, 1 TU per 10 greatshields of fine 
  owed.*  
   
  Mitigating Circumstances: Any reasonable excuse; 
  Effect: No fine or conviction 
   
  CRIMES AGAINST NON-RESIDENTS  
  Aggravated Assault (lethal damage):  2 TU in stocks.  
  Mitigating Circumstances: Any reasonable excuse as long as 
  accused did not initiate the combat. Effect: No fine or 
  conviction 
  Lethal Assault (resulting in death): 10 TUs in stocks 
  [Paying for a successful raise dead reduces conviction to 
  Aggravated Assault] 
  Mitigating Circumstances: Self defense. Effect: No fine or 
  conviction 
  Kidnapping or Torture: 10 TUs in stocks 
   
  Mitigating Circumstances: None 
   
  CRIMES AGAINST RESIDENTS 
  Simple Assault (non-lethal): 2 TU in stocks 
  Mitigating Circumstances: Any reasonable excuse as long as 
  accused did not initiate the combat. Effect: No fine or 
  conviction 
  Aggravated Assault (lethal damage):  5 TUs in stocks 
  Mitigating Circumstances: Committed in self-defense and 
  cured all lethal damage at end of combat Effect: 2 TUs in 
  stocks, conviction for simple assault  
  Deadly Assault (lethal damage and loss of consciousness): 
  5 TUs in stocks 
         
  Mitigating Circumstances: Committed in self-defense and 
  cured all lethal damage at end of combat. Effect: 2 TUs in 
  stocks, conviction for simple assault  
  Kidnapping or Torture: 1 year in mines** 
   
  Mitigating Circumstances: None  
   
  Manslaughter: 1 year in mines** 
  Mitigating Circumstances: Self defense. Effect: 10 TUs in 
  stocks 
  
   
  CRIMES AGAINST HORSES   
  Simple Assault(non-lethal damage): 2 TU in stocks 
  Mitigating Circumstances: Self-defense, as long as accused 
  did not initiate the combat with owner of horse; Effect: No 
  fine or conviction 
  Aggravated Assault (lethal damage): 5 TUs in stocks 
  Mitigating Circumstances: Self-defense, as long as accused 
  did not initiate the combat with owner of horse, and cured all 
  lethal damage at end of combat. Effect: 2 TUs in stocks, 
  convicted of simple assault 
  Deadly Assault (lethal damage and loss of consciousness): 
  10 TUs in stocks 
  Mitigating Circumstances: Self-defense, as long as accused 
  did not initiate the combat with owner of horse, and cured all 
  lethal damage at end of combat. Effect: 5 TUs in stocks, 
  convicted of aggravated assault  
  Horse Theft: 52 TU in stocks and fine equal to double the 
  value of the horse plus restitution to owner of horse. If 
  unable to pay fine, 52 TUs in stocks or 1 year in mines** plus 
  1 TU of court-appointed indentured servitude per 
  10 greatshields of value of the horse* 
  Mitigating Circumstances: To save the life of the Beygraf. 
  Effect: No penalty 
  Kidnapping or Torture: 2 years in mines** 
   
  Mitigating Circumstances: None  
  Horseslaughter: 2 years in mines** 
  Mitigating Circumstances: Self-defense, as long as accused 
  did not initiate the combat with owner of horse. Effect: 10 
  TUs in stocks, convicted of deadly assault 
   
  CRIMES AGAINST CITIZENS 
  Simple Assault (non-lethal): 2 TU in stocks 
  Mitigating Circumstances: Any reasonable excuse as long as 
  accused did not initiate the combat. Effect: No fine or 
  conviction 
  Aggravated Assault (lethal damage):  5 TUs in stocks 
  Mitigating Circumstances: Committed in self-defense and 
  cured all lethal damage at end of combat. Effect: 2 TUs in 
  stocks, conviction for simple assault  
  Deadly Assault (lethal damage and loss of consciousness): 
  10 TUs in stocks 
  Mitigating Circumstances: Committed in self-defense and 
  cured all lethal damage at end of combat. Effect: 5 TUs in 
  stocks, convicted of aggravated assault  
  Kidnapping or Torture: Life in mines** 
   
  Mitigating Circumstances: None  
   
  Murder, unpremeditated: Life in mines** [Paying for a 
  successful raise dead reduces conviction to Deadly Assault] 
  Mitigating Circumstances: Self defense. Effect: 26 TUs in 
  mines** 
  Murder, premeditated: Execution. [Paying for a successful 
  raise dead reduces conviction to Murder, unpremeditated]  
   
  Mitigating Circumstances: None 
   
  CRIMES AGAINST THE STATE 
  Bearing of armor or weapons inside walled city or town: 
  10 TUs in stocks 
   
  Mitigating Circumstances: None 
  Impersonation for criminal purposes***:  Execution 
   
  Mitigating Circumstances:  
   
  Impersonation of Resident: 1 TU in stocks 
   
  Impersonation of Citizen: 4 TUs in stocks 
  Impersonation of member of military unit except Threshers: 
  10 TUs in stocks 
  Impersonation of Thresher or Jurat: 1 year in mines** 
   
  Impersonation of Bey or Graf: Life in mines** 
   
  Impersonation of the Beygraf: Execution 
  Attack on military officer, government official or Jurat: 
  Look up same type of assault against Citizen and double the 
  penalty. 
   
  Mitigating Circumstances: None 
  Theft of Beygraf's property: Execution 
  Mitigating Circumstances: As determined by Jurat . Effect: 
  Life in the mines 
  Crimes against the Beygraf:  Execution 
  Mitigating Circumstances: As determined by Jurat. Effect: 
  Life in the mines 
  Treason: Execution  
   
  Mitigating Circumstances: None 
   
   
  *Only a Citizen may become an ushdar (indentured servant). 
  Residents and non-residents unable to pay fine are sentenced 
  to labor in the mines, value of their work (minus cost of food) 
  used to pay off fine. This typically works out to about 30 
  greatshields per year. 
  **Any sentence of time in the mines includes branding on 
  right cheek and lifetime loss of Citizenship 
  ***Impersonation for purposes of entertainment or satire, 
  either public or private, is not judged to be a crime. 
  KET8-03 Blood of the True 
   
  Page 50 
  
  DM MAP 1: AREA AROUND DIRTY BOTTLE CELLAR 
    
   
   
   
   
   
   
   
   
  St airs down to  
  Dirty Bottle Cellar 
  Front doors into 
  warehouse over 
  Dirty Bot tle Cellar 
  Ordinary sewer 
  grate 
  Fake sewer grate: 
  Secret entrance E 
  Secret entrance C 
  Secret ent rance D 
  Secret entrance into warehouse 
  Secret  ent rance A 
  Dry Bot tle 
  Cellar  
  Secret ent rance B 
  Warehouse over 
  bar  
  (in floor of warehouse) 
  (in floor of warehouse) 
  Warehouse over bar 
  (in wall of alley) 
  (in wall of alley) 
  (in wall of alley) 
  KET8-03 Blood of the True 
   
  Page 51 
  
  DM MAP 2: DIRTY BOTTLE CELLAR 
    
  Stairs down 
  from alley t o 
  T 
  B 
  B 
  P 
  Secret ent rance A 
  Secret  entrance C 
  Secret  ent rance B 
  Secret ent rance D 
  KET8−03 Blood of the True 
  Dirty Bottle Inn 
   
  T = Bartender 
  B = Bouncers 
  P = Parwez 
  Secret   
  ent rance E 
  KET8-03 Blood of the True 
   
  Page 52 
  
  DM MAP 3: REDFLOOD RIVER 
    
  Grat ing (prevent s 
  monst ers and enemies 
  from ent ering undercit y) 
  Cat walk 
  (240’ wide) 
  Guardhouse 
  Redflood River 
   
  Direct ion of current 
  N
   
  Piece of grat ing 
  t hat  can be 
  opened 
  KET8-03 Blood of the True 
  Illustration of Redflood River 
  sweeping under north city wall 
   
     Scale 
   
  ├───────┤ 
  120' 
  KET8-03 Blood of the True 
   
  Page 53 
  
  DM MAP 4: UNDER THE CITY 
  Walkway 
  Walkway 
  under 1 foot 
  of wat er 
  Secret  door 
  Sa’id’s 
  hideout 
  Passage 
  under 1’ foot 
  of wat er 
  Door 
  (t rapped) 
  Port s  where  creatures 
  emerge from 
  To grat e 
  Direct ion of current 
  KET8-03 Blood of the True 
  Sa’id’s Hideout 
   
      
  Scale  
  1 square = 5’ 
   
  KET8-03 Blood of the True 
   
  Page 54 
  
  DM MAP 5: IN THE TEMPLE 
    
   
  Fallen bell 
  Windows 
  Pillars 
  Altar 
  Stairs 
  leading to 
  crypt under 
  alt ar 
   
  KET8-03 Blood of the True 
  The Temple 
   
  Scale  
  1 square = 5’ 
   
  KET8-03 Blood of the True 
   
  Page 55 
  
  DM MAP 6: CRYPT 
    
   
   
   
   
  KET8−03 Blood of the True 
  Crypt 
   
  1 square = 5' 
   
   
   
   
   
  KET8-03 Blood of the True 
   
  Page 56 
  
  PLAYER HANDOUT 1: MAP OF KET 
   
   
   
   
   
  KET8-03 Blood of the True 
  Map of Ket 
   
  – – – Approximate extent of Nadaid’s power 
   
   �  �  �    Griffonstrike Pass 
   
   
   
   
   
   
   
  KET8-03 Blood of the True 
   
  Page 57 
  
  PLAYER HANDOUT 2: INSTRUCTIONS FROM PARWEZ 
   
  KET8-03 Blood of the True 
   
  Page 58 
  
  PLAYER HANDOUT 3: REDFLOOD SWEEPS UNDER NORTH 
  WALL 
   
  Grat ing (prevent s 
  monst ers and enemies 
  from ent ering undercit y) 
  Cat walk 
  (240’ wide) 
  Guardhouse 
  Redflood River 
   
  Direct ion of current 
  N
   
   
  KET8-03 Blood of the True 
  Illustration of Redflood River 
  sweeping under north city wall 
   
     Scale 
   
  ├───────┤ 
  120' 
  KET8-03 Blood of the True 
   
  Page 59 
  
  PLAYER HANDOUT 4: LETTERS ON THE DESK  
   
  Planting 20, 591 
   
  Dear Friend, 
  My client would possibly be interested in the item in question, although he feels the price you quote is quite 
  exorbitant. However, he may be amenable to the price once he sees the item. As always, I am available at the 
  Green Dragon Inn in the city of Greyhawk each day at the hour before midnight. 
   
  C.A. 
   
   
  Flocktime 2, 591 
   
  Dear Sir, 
   
  Please excuse my forwardness in sending this note. Although we have not previously met, I have, of course 
  heard of you and your abilities, and possibly you have heard of me. It has come to my attention that a certain 
  item of religious significance is about to come onto the market. I have an acquaintance who is a very religious 
  man. He has spent a lifetime seeking out the finest examples of items associated with the worship of the gods. 
  He is very interested that this particular item will be available for sale shortly, and is willing to match any 
  previously quoted offer for this item. I would be pleased if you would respond to this inquiry care of Smudge, 
  an employee of the Jolly Ogre in Dyvers. 
   
  Jarden Spolia 
   Free City of Dyvers 
   
   
   
  Wealsun 5, 591 
   
  Say-eed, 
   
  You and me always been good. I sad that my boss offer not good enuf. But okay, auction in Greyhawk during 
  Brewfest, I good for that. Boss has lots of gold. 
   
  Slug  
   
   
   
   
   
  KET8-03 Blood of the True 
   
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   PLAYER HANDOUT 5: MAP FOUND ON WALL  
   
   
  KET8-03 Blood of the True 
   
  Page 61 
  
   
  PLAYER HANDOUT 6: NEVAZAR’S STATS  
  APL 2 
  This handout temporarily replaces your character sheet. 
  You are deciding the actions of Nevazar, a long-trapped Favored Soul of Al’Akbar. To simplify things, Nevazar 
  has the following options (anything not covered by these will need to be discussed with the Judge). 
  Nevazar is effectively incorporeal, and has no meaningful physical form. He can deliver touch attacks (as 
  incorporeal touch attacks) but cannot himself be effectively attacked by anything. 
  He has a speed of 30 ft., and no flight speed. He can share spaces with another creature, but not with a solid 
  object like a wall, nor can he walk through solid objects.  
  He has a touch attack bonus of +1, and the following spells at will, with caster level 18: 
  cure light wounds, sanctuary (DC 16) 
   
   
   
   
   
   
   
   
  APL 4 
  This handout temporarily replaces your character sheet. 
  You are deciding the actions of Nevazar, a long-trapped Favored Soul of Al’Akbar. To simplify things, Nevazar 
  has the following options (anything not covered by these will need to be discussed with the Judge). 
  Nevazar is effectively incorporeal, and has no meaningful physical form. He can deliver touch attacks (as 
  incorporeal touch attacks) but cannot himself be effectively attacked by anything. 
  He has a speed of 30 ft., and no flight speed. He can share spaces with another creature, but not with a solid 
  object like a wall, nor can he walk through solid objects.  
  He has a touch attack bonus of +2, and the following spells at will, with caster level 18: 
  cure moderate wounds, sanctuary (DC 16) 
   
   
   
   
   
   
   
   
  APL 6 
  This handout temporarily replaces your character sheet. 
  You are deciding the actions of Nevazar, a long-trapped Favored Soul of Al’Akbar. To simplify things, Nevazar 
  has the following options (anything not covered by these will need to be discussed with the Judge). 
  Nevazar is effectively incorporeal, and has no meaningful physical form. He can deliver touch attacks (as 
  incorporeal touch attacks) but cannot himself be effectively attacked by anything. 
  He has a speed of 30 ft., and no flight speed. He can share spaces with another creature, but not with a solid 
  object like a wall, nor can he walk through solid objects.  
  He has a touch attack bonus of +3, and the following spells at will, with caster level 18: 
  cure serious wounds, magic vestment, sanctuary (DC 16) 
  KET8-03 Blood of the True 
   
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  KET8-03 Blood of the True 
   
  Page 63 
  APL 8 
  This handout temporarily replaces your character sheet. 
  You are deciding the actions of Nevazar, a long-trapped Favored Soul of Al’Akbar. To simplify things, Nevazar 
  has the following options (anything not covered by these will need to be discussed with the Judge). 
  Nevazar is effectively incorporeal, and has no meaningful physical form. He can deliver touch attacks (as 
  incorporeal touch attacks) but cannot himself be effectively attacked by anything. 
  He has a speed of 30 ft., and no flight speed. He can share spaces with another creature, but not with a solid 
  object like a wall, nor can he walk through solid objects.  
  He has a touch attack bonus of +4, and the following spells at will, with caster level 18: 
  cure critical wounds, freedom of movement, magic vestment, sanctuary (DC 16) 
   
   
   
   
   
   
   
   
   
  APL 10 
  This handout temporarily replaces your character sheet. 
  You are deciding the actions of Nevazar, a long-trapped Favored Soul of Al’Akbar. To simplify things, Nevazar 
  has the following options (anything not covered by these will need to be discussed with the Judge). 
  Nevazar is effectively incorporeal, and has no meaningful physical form. He can deliver touch attacks (as 
  incorporeal touch attacks) but cannot himself be effectively attacked by anything. 
  He has a speed of 30 ft., and no flight speed. He can share spaces with another creature, but not with a solid 
  object like a wall, nor can he walk through solid objects.  
  He has a touch attack bonus of +5, and the following spells at will, with caster level 18: 
  cure critical wounds, mass cure light wounds, freedom of movement, magic vestment, sanctuary (DC 16) 
   
   
   
   
   
   
   
   
   
  APL 12 
  This handout temporarily replaces your character sheet. 
  You are deciding the actions of Nevazar, a long-trapped Favored Soul of Al’Akbar. To simplify things, Nevazar 
  has the following options (anything not covered by these will need to be discussed with the Judge). 
  Nevazar is effectively incorporeal, and has no meaningful physical form. He can deliver touch attacks (as 
  incorporeal touch attacks) but cannot himself be effectively attacked by anything. 
  He has a speed of 30 ft., and no flight speed. He can share spaces with another creature, but not with a solid 
  object like a wall, nor can he walk through solid objects.  
  He has a touch attack bonus of +6, and the following spells at will, with caster level 18: empowered cure critical 
  wounds, mass cure moderate wounds, freedom of movement, magic vestment, sanctuary (DC 16) 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/598/Normal Scenarios/KET8-03 - Blood of the True (APL 2-12)/KET8-03 - Blood of the True.pdf