TEXT: LKOK 53 
   
   
   
   
   
   
  B is for Brothers 
   
  A D&D Living Kingdoms of Kalamar® Adventure 
   
  by Daniel S. Donnelly 
  Edited by Alana Abbott and Oren Satov 
   
  The future of the Principality is now in the hands of the Prince and military. However, it appears as if the 
  adventurers' participation in the effort will be found elsewhere. This event is the second in the series 
  Strike to the Heart. It is recommended that all PCs who play it have a degree of patriotism for Pekal. Non-
  patriots are welcome to play, however rewards may be limited and danger escalated. Ideally, all players 
  have played the first in the series, A is for Assassin, prior to playing this. Playing the series out of order is 
  not recommended. A Living Kingdoms of Kalamar adventure for ATLs 1, 3, 5, 7, 9, 11, and 13. 
   
  "B Is for Brothers," "Strike to the Heart," ImageQuest, the ImageQuest logo, the Kenzer and Company logo, Living 
  Kingdoms of Kalamar, the Living Kingdoms of Kalamar logo and Pekal Gazetteer are trademarks of Kenzer and 
  Company. Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and 
  Company. © Copyright 2004, Kenzer and Company, Inc. All rights reserved. Dungeons & Dragons, Dungeon Master, 
  D&D, RPGA, Living, the d20 system logo and the Wizards of the Coast logo are all trademarks owned by Wizards of 
  the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by Kenzer & Company under license. © 2004 Wizards of 
  the Coast, Inc.
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  2 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully 
  so that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
   
  Calculating Average Table Level (ATL) 
   
  LKoK uses ATL rather than Average Part Level 
  (APL) in an effort to offer challenging adventures 
  without massacring smaller or imbalanced 
  tables. What this means is that, to calculate the 
  ATL for a table, the levels of all the player-
  characters are added together. That number is 
  divided by six regardless of how many player-
  characters there actually are. This number 
  constitutes the party’s ATL (rounded to the 
  closest integer). If that number is not offered in 
  the adventure, the players may choose if they 
  play up (a higher ATL) or down (a lower ATL). It 
  is against the spirit of the campaign to deny a 
  player an open spot at a table in an effort to 
  maximize the treasure for the other players at 
  the table. Twelve players should play in 2 tables 
  of 6 not 3 tables of four. 
   
  Once you calculate the ATL write it down here 
  as you will need it later or setting the DC of 
  certain skill checks. 
   
  __________ 
   
   
  ADVENTURE NOTES 
   
  This module is an official supplement to the 
  Living Kingdoms of Kalamar campaign. It is 
  designed for 4 to 6 characters ranging from 1st 
  to 13th level. It is advised that PCs go through 
  this adventure with a full party, as the challenges 
  presented may overwhelm a small party of 
  adventurers. 
   
  You, the Judge (the authority figure of the table 
  and the administrator of the adventure), need a 
  copy of the Dungeons & Dragons® 3rd Edition 
  revised 
  Player's 
  Handbook 
  and 
  Dungeon 
  Master's Guide (v.3.5) for this event. The 
  adventure takes place in the Kingdoms of 
  Kalamar setting in the Principality of Pekal. 
  Therefore, the Judge should also have the 
  Kingdoms of Kalamar® Core Sourcebook and 
  the Kingdoms of Kalamar Player’s Guide. It is 
  not necessary but will end up being very useful 
  for this series if the Judge also has a copy of the 
  Kingdom of Kalamar – Atlas or Kingdom of 
  Kalamar Dungeon Master’s Screen since the 
  majority of the adventure happens outside of 
  Pekal. 
   
  Specific statistics for key Non-Player Characters 
  (NPCs) and other materials are included in 
  Appendix I at the back of this adventure as well 
  as 
  throughout 
  the 
  adventure 
  text 
  itself. 
  Certificates that may be photocopied are also 
  included. The Judge should read this adventure 
  entirely no less than once before playing in order 
  to ensure a precise flow of events, as there are 
  many aspects relating to the flavor and culture 
  that are important to the Living™ Kingdoms of 
  Kalamar campaign and to this adventure. 
   
   
  CALENDAR AND CLIMATE 
   
  The month of Renewal has shifted into Sowing, 
  and though farmers are busy planting their 
  fields, grateful for the spring rains, little has 
  changed for adventurers. Dejy Soothsayers 
  traveling near Ek'Kasel discuss the early 
  appearance of the Eternal Bard showing low on 
  the horizon, and say that this is a sign that a 
  hero is about to arise—though whether this hero 
  will defend the free lands of the north from the 
  Vast Empire of Kalamar, or whether the hero will 
  rise within Kalamar's own ranks they are 
  uncertain. 
   
  Module Notes 
   
  This event begins a long series of events which 
  will place the PCs on an epic long quest. During 
  this time the PCs will be outside the Principality 
  of Pekal while the war with Kalamar hopefully 
  concludes in favor of the Principality. PCs are 
  encouraged to play these events in order, as 
  that will aid in the build up of excitement toward 
  their final goal. 
   
  Despite being outside of Pekal, PCs may 
  continue to spend their NAAs as though they 
  were still in Pekal. 
   
  Because this module is the second in a series, 
  several attempts have been made to recap the 
  necessary events of the first module. If all the 
  PCs have played "A Is for Assassin," large 
  portions of box text in the "Introduction" can be 
  skipped outright. 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  3 
  BACKGROUND 
   
  In "A Is for Assassin," the Gray Legion brokered 
  a deal with Prince Ferasol of Ek’Kasel. A grave 
  robber was apprehended. In his possession is a 
  flayed piece of human flesh containing the 
  Flame Tattoo of the Guardians. Though largely 
  unknown, the Guardians of the Hidden Flame 
  have long worked toward undermining Emperor 
  Kabori's authority in the Kalamaran Empire. 
  Their goal is to restore the true bloodline of the 
  Kalamaran throne, which they believe will return 
  Kalamar to its golden age.  
   
  In a Kalokapeta graveyard the PCs explored 
  three graves and found one that sparked their 
  interest, giving them a possible lead toward 
  getting in touch with the Guardians. Should 
  Pekal be able to ally with the Guardians, the 
  nation might be able to free itself from the 
  constant threat of invasion from Kalamar. 
   
  In this event the PCs are able to follow-up with 
  the missing corpse. The name on the grave 
  leads the PCs to Bet Kasel, a capital city very 
  loyal to the Empire. They need to discover the 
  past of Colonel Jalanik, a member of the 
  Ek’Kasel military as a member of General 
  B’Tormil’s command. The Colonel was actually a 
  slave that eventually became a “trusted” 
  member of the General’s household and his 
  regiment. The PCs must determine if the 
  General’s family, or perhaps the Colonel’s, had 
  the original membership in the Guardians. 
   
  ADVENTURE SYNOPSIS 
   
  Introduction: 
  Inn of the Witch’s Cackle. General P’Mare 
  continues his briefing after reviewing the 
  information that the PCs obtained in "A Is for 
  Assassin." He has decided that this is the 
  strongest lead (albeit a weak one) to investigate 
  the Guardians. 
   
  Encounter 1:  
  The Road to Bet Kasel. As the PCs head 
  towards Bet Kasel they meet a patrol of soldiers. 
  This should be a role-playing encounter, and 
  even though the soldiers are rude and 
  demeaning and might be able to be defeated in 
  combat, killing or harming the soldiers would be 
  a very bad idea. 
   
  Encounter 2: 
  Bet Kasel. The introduction to this capital city is 
  done through a number of sub-encounters as 
  detailed below. 
   
  2a. City Gates – war tax – tax is based on 1) 
  wagons; 2) horses; 3) weapons. 
  2b. Four Fountain Inn – a place that is 
  recommended for outsiders, as it is well 
  protected and near the center of the city. 
  2c. The Dusty Cupboard – a less savory inn that 
  might be selected by those groups of PCs that 
  would prefer not to be noticed. 
  2d. The Bet Kasel Arena – the site of gladiatorial 
  combat most afternoons. General B’Tormil is 
  here most afternoons, though not coherent most 
  days. 
  He 
  is 
  fairly 
  old 
  and 
  his 
  great-
  granddaughter brings him to the arena as the 
  sounds of battle make him smile. She may hold 
  a little information for the PCs, but her great-
  grandfather holds the information that they really 
  need. There is also the chance to get a signed 
  military warrant to review the records of Colonel 
  Jalanik. The PCs might also try their hand in the 
  arena, however the gladiators here are well 
  trained and quite talented. 
  2e. The Temples – the temples of Bet Kasel are 
  mentioned here if the PCs decide that they want 
  to visit one. 
   
  Encounter 3: 
  City Hall / Records. Eventually the PCs should 
  move toward the City Archives to determine the 
  identity and history of the person the grave 
  belonged to. That encounter and their research 
  results are detailed here. They are going to be 
  taxed mentally as they are forced to do a bit of a 
  run-around to cut through the Kalamaran 
  bureaucracy. The pertinent areas are the 
  Department 
  of 
  Taxation 
  (for 
  information 
  regarding the slave Jalanik), the Department of 
  Labor (for information regarding the citizen 
  Jalanik), the Department of the Army (for 
  information on the slave Jalanik and the rise of 
  Colonel Jalanik), as well as the Department of 
  Burials (for information on the graveyard). 
   
  Encounter 4: 
  College of Alchemy. When in Bet Kasel, 
  everyone wants to visit the College of Alchemy. 
  There the PCs discover a small task for which 
  one of the Alchemists needs assistance. If the 
  PCs assist Alchemist Gnorl with his request he 
  rewards the PCs with an elixir that should aid 
  General B’Tormil in regaining his mind for a little 
  while. 
   
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  4 
  Encounter 5: 
  Don’t they ever clean this thing? – Alchemist 
  Gnorl's task leads the PCs down into the Bet 
  Kasel sewers for a special little piece of fungus. 
   
  Encounter 6: 
  Will the real General please stand up? If the 
  PCs succeed at their earlier tasks, they are able 
  to speak with a fully restored General. He 
  mentions that he freed Jalanik mainly due to the 
  attachment that his eldest son had for him. They 
  were like brothers. Unfortunately, when Jalanik 
  was assassinated, his son quickly moved away. 
  He told the General where he was going, 
  however he also made him pledge not to tell 
  anyone where he was. Because he believes that 
  he is on his death bed, the General tells the PCs 
  where they can find him—as long as they swear 
  an oath not to bring any harm to him—so that 
  they can deliver a last missive from the General 
  to his son. 
   
  Encounter 7: 
  (Optional) Oops. A lock fails on the crate of 
  creatures being brought into the arena for the 
  weekend’s show, and they begin to run amok in 
  the arena and the stands. It is up to the PCs to 
  contribute to the capture/death of the creatures, 
  as well as to protect the General and his great-
  granddaughter. This optional encounter should 
  only be run if there is still time in the event.  
   
  Conclusion: 
  Return to the Inn of the Witch’s Cackle. General 
  P’Mare is not sure if anything will come from the 
  investigation but he believes that the last wish of 
  a great general should be honored. He asks the 
  PCs to stand-by as he formulates a plan to get 
  the PCs to the next location. 
   
  INTRODUCTION 
   
  Summary: Inn of the Witch’s Cackle. General 
  P’Mare continues his briefing after reviewing the 
  information that the PCs obtained in "A Is for 
  Assassin." He has decided that this is the 
  strongest lead (albeit a weak one) to investigate 
  the Guardians. 
   
  NOTE: There is a good bit of boxed text in this 
  event. Please feel free to use your own words in 
  these cases. 
   
  Before starting the module, request each PC to 
  complete a 3”x5” card with the following: 
  Character Name 
  Character Class  
   
  Level 
  Organization with the highest Rank 
  Rank in the Organization 
  Make (3) Spot checks 
  Make (3) Sense Motive checks 
  Make (2) Will saves 
   
  Any of the PCs that did not play the first in the 
  series, "A is for Assassin," should receive an 
  introduction. 
  Each 
  is 
  somewhat 
  different. 
  Handouts for their individual instructions are 
  provided in Appendix III. You can either read 
  these aloud, or give them their handouts without 
  introduction. 
   
  General Introduction for the new characters: 
   
  As dawn’s early light peeks in through the 
  Inn window you find yourselves replaying 
  the events of the last week.  
   
  For Military Organization PCs: 
   
  As you walked into your commander’s office, 
  she looked up from her work to meet your 
  eyes. “As much as I might need you in the 
  coming months, you have been requested 
  for a special assignment. You are to report to 
  the Ek’Kasel border. A room has been 
  reserved for you at the Inn of the Witch’s 
  Cackle. Don’t ask me any questions; I don’t 
  have any answers other than the order came 
  from a lot higher than I can touch. Good luck 
  and don’t let the reputation of this regiment 
  down.” 
   
  For Municipal Organizations PCs: 
   
  Another 
  double 
  watch. 
  The 
  war 
  was 
  definitely thinning the ranks of all of the city 
  organizations, 
  and 
  everyone 
  from 
  the 
  Lamplighters to the Dungeoneers to the City 
  Guard has been called to pitch in wherever 
  they can to keep the city running. However, 
  instead of a soft bed or tasty meal you found 
  yourself in the office of your superior. He 
  offered you a cool mug of ale and bade you 
  sit. “I know you have been pulling more than 
  your normal duties. You are commendable.  I 
  wish I had six more of you. Instead it seems I 
  will be yet another member short. I have 
  received a very specific request for my best. 
  A specific task authorized at the highest 
  levels. If you accept you will be traveling to 
  the Ek’Kasel border. I know there has to be 
  more to the task, but I obviously do not have 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  5 
  a need to know. A room has been reserved 
  for you and you always a place here when 
  you return. I don’t have any answers for the 
  many questions you must have but I trust 
  you will do your best. Good luck.” 
   
  For College of Magic PCs: 
   
  The note that appeared was simple, “We 
  have been requested to make available one 
  of our members for a special mission for the 
  Crown. Your name was mentioned in high 
  regard, and as such, you have been selected 
  to 
  undertake 
  this 
  mission. 
  I 
  would 
  understand if you hesitated as I know how 
  you value your studies, however, I have been 
  assured that the mission is important. We 
  have made arrangements to have you 
  transported to the Ek’Kasel border and the 
  Inn of the Witch’s Cackle. Despite our best 
  efforts and the questions we asked the 
  representative of the Crown, we have neither 
  been able to divine nor to ascertain any 
  further information. Report to the College of 
  Magic administration building as soon as 
  possible for teleportation. Good luck.” 
   
  For Divine Organization PCs: 
   
  Your normal duties were interrupted by one 
  of the higher ranking members, whom you 
  thought meant to offer spiritual guidance. 
  Instead, they offered a mission. “It seems 
  that there may be a light in these times of 
  darkness. There has been a vision as well as 
  a message from the Prince. Although the 
  vision was cloudy as expected, the portents 
  clearly indicated that great events were 
  about to begin. The message from the Prince 
  simply confirmed this. The Crown would like 
  you to attend to a private matter. I have been 
  told that a room at the Inn of the Witch’s 
  Cackle has already been reserved for you, 
  and more information will be available once 
  you arrive. Good luck and may you find 
  success in your endeavors.” 
   
  For Unaffiliated and Independent Organization 
  PCs: 
   
  The courier’s arrival was not unexpected. 
  The city was abuzz with activity. The 
  message that you received had you traveling 
  with the first caravan west. Although the 
  countryside seems normal, there was still a 
  sense of the unknown in those citizens you 
  met. You arrived without issue at the 
  Ek’Kasel border and checked into your room 
  at the Inn of the Witch’s Cackle. 
   
  All PCs that have played the first part: 
   
  Travel has become more difficult throughout 
  Pekal as military units block the roads into 
  the heart of the Principality. General P’Mare’s 
  invitation to remain at the Inn of the Witch’s 
  Cackle has definite appeal. Within the 
  confines of the Inn, you have spent the last 
  few days enjoying fine wines and food while 
  awaiting word from General P’Mare. 
    
  Once the PCs have read their introduction you 
  can continue with the text as indicated below.  
   
  The Inn has a number of private dining 
  rooms, though you've only been invited to 
  see a few. It has been many uneventful days 
  since you began your stay at the General's 
  request, but early this morning the staff 
  directed you to a private room you had not 
  yet seen. Prepared for anything, you enter 
  and find an older man, though he still 
  projects a fit physique, standing next to a 
  decanter of fresh juice. A couple of others 
  are already in the room. 
   
  Allow the PCs to describe their characters. Keep 
  them out of character for just a little while. 
   
  As what appears to be the last of you enters, 
  the older man moves towards you. “Good 
  morning. For those of you I have not met 
  previously, I am the Honorable Retired 
  General Sulat P’Mare. I am also a Colonel of 
  the Order of the Pike. You are welcome to 
  simply call me either General or Sulat.” 
   
  He stands just over six feet in height and 
  wears a fine doublet over his barrel chest. 
  Gray stubble covers most of his face.  
   
  If all the PCs have been on part one of the 
  mission and already know each other, skip this 
  portion. Otherwise, P'Mare directs his questions 
  to any new PCs and asks all PCs to introduce 
  themselves. 
   
  “I am not sure you all know each other, and 
  as my memory seems to fade further each 
  day, could each of you take a moment or two 
  to introduce each other? I would appreciate 
  it greatly. Also, for those I have not met 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  6 
  before, if you could answer this question: 
  why you are a patriot for the Pekalese 
  cause?” 
   
  This is where the players should get into 
  character and introduce their characters. What 
  they claim as their reason for being a Pekalese 
  patriot is very important. If you feel that their 
  reason leaves a lot to be desired, have P’Mare 
  question them from the recommended list below. 
  P’Mare makes Sense Motive checks (which the 
  judge may preroll), so any of the PCs that might 
  be blowing smoke must attempt to make a Bluff 
  check. His Sense Motive modifier is +16. Rate 
  the answer from each PC on the tracking form 
  found in Appendix IV on a scale of 1 to 10, 10 
  being the most loyal to the Pekalese cause. 
  While being loyal to Pekal is the objective, some 
  players may be defending Pekal due to their 
  loyalty to other nations (Cilorealon) or groups 
  (the Dejy tribes who will be negatively impacted 
  if Kalamar moves into Pekal and begins to put 
  pressure on the Wild Lands). These are 
  acceptable enough answers to give the PC a 
  middling rating. Patriotic statements given later 
  in the discussion with P'Mare increase the rating 
  from his initial impression.  
   
  • 
  Were you born in Pekal or did you 
  choose to come to Pekal for some 
  reason? What was the reason? 
  • 
  Have you ever lived in a Kalamaran 
  city? How would you think they would 
  compare to Bet Rogala? 
  • 
  What is the greatest injustice you have 
  ever 
  witnessed? 
  What 
  about 
  the 
  greatest you have read or heard about? 
  • 
  If Pekal was an animal what animal do 
  you think it would be? How about Tokis? 
  How about Kalamar? 
   
  Once you have gotten the introductions continue 
  with the following: 
   
  The man sits again in a nearby chair and 
  motions you to occupy the other chairs in 
  the room.  
   
  If there are new PCs: “Thank you for your 
  honest answers.” (Glare at anyone he has 
  detected to be lying.)  
   
  If all the PCs are new to the module series, 
  continue with the following; otherwise, give 
  Player’s Handout #6 to one of the PCs that 
  played "A Is for Assassin." 
  “I am sure you have some questions but first 
  let me repeat a story told to me when I was a 
  child. I apologize if you have already heard it 
  but it goes to the heart of the task. 
   
  “During the seventy year period known as 
  the Age of Great Anguish, the Kalamaran 
  Empire crumbled into fragmented kingdoms 
  ruled by lesser lords. The land fell into 
  decay. One petty lord from the south, Prince 
  Thedorus, claimed to be a direct descendant 
  of Emperor Kolokar and a member of the 
  royal House of Inakas. He had a small army 
  of loyal troops, including many dwarves from 
  the 
  Ka’Asa 
  Mountains. 
  With 
  dwarven 
  weaponry and an excellent commander, 
  Rovak Fen’doral, a paladin who rode a silver 
  dragon, Vevisalakale, into battle, Thedorus 
  defeated the other southern lords and 
  reunited the main Kingdom of Kalamar.” 
   
  P'Mare rises, withdrawing from his coat a 
  small portrait of a silver clad warrior upon a 
  wondrous dragon. He continues, “King 
  Thedorus wished to reward Rovak Fen’doral 
  for his loyalty and bravery and ordered a 
  silver coin struck with Rovak’s likeness on 
  one side and Vevisalakale’s on the other. 
  Today, 
  these 
  coins 
  are 
  called 
  'Silver 
  Dragons' by collectors and are priceless for 
  their sentiment, if not their market value. 
   
   
  “Overwhelmed with love for his king, Rovak 
  Fen’doral swore eternal fealty to good King 
  Thedorus I. He swore that he and every 
  firstborn of his lineage would forever be the 
  king’s champion. That very night, Rovak was 
  visited by his patron god, Deb’fo, the Swift 
  Sword, who was accompanied by Forinori, 
  the Speaker of the Word. They informed 
  Rovak that he would never father a child and, 
  therefore, could not keep his oath. Rovak 
  that night pledged his life and soul to keep 
  his oath. The gods turned him into a sword, 
  the Sword of Kings. 
   
  “Under the leadership of King Thedorus, I 
  was able to vanquish the remaining lords 
  and reunite the Empire. Thedorus I reigned 
  for fifty-seven years, controlling all the lands 
  from the Legasas to the Ka’Asas. During his 
  reign, the humanoids and barbarians were 
  defeated and the old Kalamaran borders 
  were re-established. At the age of eighty-
  nine, Thedorus I, the most popular emperor 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  7 
  in the history of Tellene, died peacefully in 
  his sleep. 
   
   
  “His son was found brutally murdered the 
  day before his coronation. Within hours of 
  the news, Vilik, the senor member of the 
  House of Bakar seized the throne and 
  butchered Thedorus’ remaining children and 
  grandchildren. 
   
  “So what do you think of this story? It is a 
  very important event that affects us all.” 
   
  Let the PCs discuss this story with P’Mare. Here 
  are some points that P’Mare will bring up during 
  the discussion: 
   
  • 
  It is rumored that the group responsible 
  for delivering the coins to the Emperor is 
  called the Guardians of the Flame.  
  • 
  Wholesale slaughter of a righteous 
  family could be the cause of a serious 
  curse, however it seems that the people 
  of Kalamar and those outlying countries 
  are paying for the slaughter with their 
  blood. 
  • 
  Prince Kafen's duty is first to protect the 
  people of Pekal, not take Kalamar head 
  on. The Empire is too strong and has 
  too many allies. 
  • 
  You should never take an oath lightly for 
  in all oaths the gods are watching. 
   
  Once the General has finished with his tale, or if 
  all the PCs have played "A Is for Assassin," 
  continue with the following: 
   
  The General relaxes and has a basket of 
  fresh breads and jam brought in. “As some 
  of you may know, I have obtained some 
  information regarding a possible Guardian of 
  the Flame that I would like investigated.” 
  (The General nods to any of the PCs that have 
  already played event one.) “This investigation 
  requires that you travel to Bet Kasel and 
  research a man we know as Colonel Jalanik. 
  The Colonel was a dark elf serving in the 
  Ek’Kasel army under a General named 
  B’Tormil. We do not know the complete story 
  of this man Jalanik, but I believe his past 
  may shed more light on the Guardians of the 
  Flame and the Kalamaran Empire. My task 
  for you is to journey as invisibly as possible 
  to Bet Kasel and find out all you can 
  regarding Colonel Jalanik, General B’Tormil, 
  and the story of how a dark elf ended up 
  serving an Ek’Kasel General.”  
   
  Some pieces of information that the General can 
  relate if directly asked: 
   
  Personal Questions: 
   
  • 
  Why aren’t you on the roll of 
  Honorable? – "I preferred to stay 
  behind the scenes, choosing my role in 
  the church over my position in the 
  government. The time has come when 
  my duty to my nation has become more 
  important, however, and I feel it is time 
  to come forward. I must put the welfare 
  of the people above my own." 
  • 
  Are you with the Gray Legion? – He 
  smirks at this one. “And if I were, would I 
  tell you? Don’t over-think this: I am not a 
  member of the Legion, however, the 
  Prince has been kind enough to allow 
  me access to some of the information 
  that they were able to collect. I actually 
  suspect that the man waiting for you in 
  Fidoka’omidu is a member, but not even 
  I can be sure of this.” 
  • 
  What is a Colonel of the Pike? – (PCs 
  who can pass a Knowledge: Religion 
  check DC 10 already know that this is a 
  title in the Church of the Old Man. DC 
  15 tells them that Colonel is a high 
  ranking member of the church.) "It 
  means that I am prelate of the Church of 
  the Old Man in Pekal. There are only a 
  few shrines in Pekal, so much of my 
  time is spent talking to followers who are 
  still performing their military service." 
  • 
  Why can’t I read your thoughts? – 
  (Okay, not a likely or subtle question but 
  who knows?) – “Because I have 
  knowledge of the Pekalese defenses, 
  and because the Prince’s security 
  experts have fashioned me mental 
  protections.” 
  • 
  Isn’t Pekal the home quarters for the 
  Guardians of the Flame? – “That is the 
  rumor, although I suppose only the 
  Guardians themselves know for sure. 
  • 
  What 
  will 
  you 
  do 
  with 
  the 
  information? – "If we can contact the 
  Guardians 
  it 
  may 
  be 
  possible 
  to 
  coordinate information if not strategies. 
  We don’t expect them to give us the 
  method they use to sneak into the 
  Emperor’s 
  Throne 
  Room; 
  however, 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  8 
  there is information that might be 
  shareable." 
  • 
  Why are you so interested in the 
  Guardians of the Flame? "I am 
  interested in determining how best to 
  undermine the authority of the House of 
  Bakar, and in deterring the aggression 
  of the Vast toward Pekal. If the 
  Guardians can help me on this, I 
  welcome their advice!"  
   
  If the General is completely certain of the loyalty 
  (score of 7 or higher) of all the PCs, he adds the 
  following: 
   
  The General stands and faces the outside 
  window for a moment. As he turns you easily 
  note the look of indecision on what has 
  always been a certain expression. “I suppose 
  I should not keep this secret to myself much 
  longer. There is another reason I want you to 
  look into this. There is rumor of a prophesy 
  that states if a Gold Dragon coin is ever 
  delivered to the Kalamaran Emperor then 
  King Thedorus will be restored to life. Of 
  course, no one has ever seen a Gold Dragon 
  nor does any historian actually know if a 
  Gold Dragon was ever minted.” 
   
  Pausing once more the General takes a sip 
  of water. “There is another prophesy that I 
  think may fit these latest developments. It 
  was actually delivered by an orc shaman 
  roughly eighty-five years ago. This is a rough 
  translation of the original orcish.” The 
  General hands over a piece of parchment, 
  then picks up a piece of fruit and goes back 
  to the window. “Take a look at the prophesy 
  and tell me what you think.” 
   
  The prophesy is found as Player’s Handout #7. 
   
  The darkest hours of the deepest 
  night single fears will be drawn apart. 
  With skin of jet immortal blood will 
  lead searchers towards their goal.  
   
  Brothers will battle, children will die 
  those 
  once 
  allied 
  will 
  be 
  split 
  asunder. The frozen lands hold 
  brothers whose secrets must be 
  revealed and brought together. 
   
  The turmoil ended then begun again 
  with sword in hand the golden 
  symbol will bring forth the dawn of a 
  new age. This age will see black and 
  silver shed blood on the same field of 
  battle. 
   
  The General’s statistics are found in Appendix I. 
  While he does not know a great deal of 
  additional information, it is quite possible that a 
  PC might ask him about a reward. If one does, 
  read the following: 
   
  “Ah you are interested in rewards, not just 
  the privilege of working for the free and just 
  Principality of Pekal.  The war has made it 
  very difficult for me to access substantial 
  rewards, but I do have some influence in my 
  church, if you have need of potions. 
  Otherwise, I will make sure that eventually 
  you will be adequately rewarded. I do have a 
  total fund of twenty-five victories available 
  for 
  your 
  expenses 
  while 
  you 
  are 
  in 
  Ek’Kasel.” 
   
  (The PC that asks should have their patriotic 
  rating lowered by one in Appendix IV) 
   
  There is no real town near the Inn of the Witch's 
  Cackle, but there are a few craftsmen and 
  merchants traveling across the border from 
  Pekal into Ek'Kasel. PCs may pick up mundane 
  supplies before they leave. 
   
  ENCOUNTER 1 
   
  Summary: The Road to Bet Kasel. As the PCs 
  head towards Bet Kasel they meet a patrol of 
  soldiers. 
  This 
  should 
  be 
  a 
  role-playing 
  encounter, and even though the soldiers are 
  rude and demeaning and might be able to be 
  defeated in combat, killing or harming the 
  soldiers would be a very bad idea. 
   
  It was still early that morning when you 
  crossed the bridge from Pekal into Ek’Kasel. 
  One of General P’Mare’s men paid the bridge 
  fee to allow you to cross over into Ek’Kasel. 
  The road is dusty but not crowded, and after 
  nearly a full day of travel, you find 
  yourselves looking forward to the roadside 
  inn that should be less than an hour away.  
   
  Determine at this point how the PCs are 
  traveling and what they appear to look like. 
  Things that you will need to know include: 
   
  • 
  Who is riding a horse? 
  • 
  Do they have a wagon? 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  9 
  • 
  Who is armored? 
  • 
  How many weapons are visible? 
  • 
  How many females are in the group? 
  Are they armored? Do they look like 
  merchants, 
  wives, 
  or 
  other 
  non-
  combatants? 
  • 
  How many non-Kalamarans are in the 
  group? 
  • 
  How many non-humans are in the 
  group? 
   
  If over half the PCs appear to be mounted 
  warrior-types then use the following text, unless 
  they are escorting a wagon. Otherwise continue 
  to the second text. 
   
  As you crest the next hill you discover a 
  group of armed soldiers awaiting you on 
  either side. They have weapons prepared 
  and are each wearing the uniform of the 
  Ek’Kasel military. “Halt! State your names 
  and business in Ek’Kasel! Do not draw 
  weapons and keep your hands still and 
  where we can see them!” 
   
  If the PCs have less than half a group of armed 
  warriors or are escorting a wagon, read the 
  following: 
   
  As you crest the next hill you discover a 
  group of armed military soldiers awaiting 
  your arrival on the side of the road. 
  “Citizens, please give us a moment. We have 
  reports 
  of 
  bandits 
  nearby. 
  Have 
  you 
  encountered any difficulty?” 
   
  The soldiers are attempting to find bandits that 
  have plagued merchants in the area. The PCs 
  might be mistaken for the bandits if they look like 
  mounted warriors, as that was the common 
  description given to the Ek’Kasel authorities. In 
  the first case, the soldiers are actually on edge, 
  and any action or spell casting by the PCs leads 
  to combat. If the PCs decide to talk to the 
  soldiers in lieu of combat, they should be able to 
  convince the soldiers that these are not the 
  bandits that they are looking for...  
   
  If the PCs role-play with the soldiers they can 
  obtain the following pieces of information.  You 
  can have the PCs make a general Gather 
  Information roll.  Use the PC with the highest 
  number of ranks in the skill (or highest Charisma 
  if no one has the skill) and allow all the PCs that 
  are speaking to assist.  
   
  Gather Information Roll: 
   
  1-10: 
  The bandits have been very difficult to 
  find.  The number of troops patrolling the roads 
  has been limited due to a recent deployment to 
  the southern front to battle the hobgoblins. 
   
  11-15: As above plus, there is a one particular 
  bandit in this area who they are trying to find.  
  They only have his name since no one has ever 
  reported meeting him.  His name is “The Fence”. 
   
  16-20:  As above plus, the hobgoblins seem to 
  be massing troops since there have been no 
  large battles lately.  The generals are worried 
  that a large number of hobgoblins may attack en 
  masse. 
   
  21+: 
  As above plus, the soldiers have heard 
  that there is a hobgoblin leader nicknamed 
  “Black Blood” that seems to be uniting the 
  hobgoblins and that the generals are very 
  worried. 
   
  If the PCs offer to help, the soldiers recommend 
  that they keep their eyes open for trouble but do 
  not engage the enemy on their own—particularly 
  if they’re not from Ek’Kasel. They could get 
  mistaken for bandits, after all. 
   
  After this encounter, the PCs have no further 
  trouble on the road, and make good time to Bet 
  Kasel. 
   
  Below are the statistics for the soldiers. The only 
  tiering is the total number of the soldiers and the 
  officer in charge of the patrol. 
   
  Standard Ek’Kasel Soldier, human: Fighter 2; 
  hp 20. 
   
  ATL 1 - 3 
  Standard Soldiers (3) 
  Ek’Kasel Officer (Rilotar B’Fulon), human 
  Kalamaran: Aristocrat 3, Fighter 2: HD 3d8 + 
  2d10; hp 40. 
   
  ATL 5 - 7 
  Standard Soldiers (4) 
  Ek’Kasel Officer (Rilotar B’Fulon), human 
  Kalamaran: Aristocrat 3, Fighter 3: HD 3d8 + 
  3d10; hp 48. 
   
  ATL 9 - 11 
  Standard Soldiers (6) 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  10 
  Ek’Kasel Officer (Rilotar B’Fulon), human 
  Kalamaran: Aristocrat 3, Fighter 4: HD 3d8 + 
  4d10; hp 56. 
   
  ATL 13 
  Standard Soldiers (6) 
  Ek’Kasel Officer (Rilotar B’Fulon), human 
  Kalamaran: Aristocrat 4, Fighter 4: HD 4d8 + 
  4d10; hp 63. 
   
   
  ENCOUNTER 2 
   
  Summary: Bet Kasel. The introduction to this 
  capital city is done through a number of sub-
  encounters as detailed below. 
   
  2a. City Gates – war tax – tax is based on 1) 
  wagons; 2) horses; 3) weapons. 
  2b. Four Fountain Inn – a place that is 
  recommended for outsiders, as it is well 
  protected and near the center of the city. 
  2c. The Dusty Cupboard – a less savory inn that 
  might be selected by those groups of PCs that 
  would prefer not to be noticed. 
  2d. The Bet Kasel Arena – the site of gladiatorial 
  combat most afternoons. General B’Tormil is 
  here most afternoons, though not coherent most 
  days. 
  He 
  is 
  fairly 
  old 
  and 
  his 
  great-
  granddaughter brings him to the arena as the 
  sounds of battle make him smile. She may hold 
  a little information for the PCs, but her great-
  grandfather holds the information that they really 
  need. There is also the chance to get a signed 
  military warrant to review the records of Colonel 
  Jalanik. The PCs might also try their hand in the 
  arena, however the gladiators here are well 
  trained and quite talented. 
  2e. The Temples – the temples of Bet Kasel are 
  mentioned here if the PCs decide that they want 
  to visit one. 
   
  Encounter 2A 
  The City Gates 
   
  There is only a short line of carts waiting to 
  get through the gates of Bet Kasel this 
  afternoon. As you come into view of the city 
  walls and spotless white buildings of the 
  city, you can see thick smoke drifting high 
  into the sky from what must be the College 
  of Alchemy. Two guards are on duty at the 
  walls, and they seem to be collecting a toll 
  from all entering the city. “War Tax,” is the 
  short, bored request as each cart or person 
  comes up to the gates. 
   
  The War Tax being levied here is the normal 
  Gate Tax initially named the War Tax (over 10 
  years ago) but has become just part of life. It is 
  based on a complicated formula that the guards 
  usually ignore, basing the fee on their own 
  perceptions (Spot +4). 
    
  Horse:  
  1 sp 
  Wagon:  
  5 sp (counts the horses) 
  Cart: 
   
  1 sp 
  Armed Person: 2 sp/weapon 
   
  The guards will assume that every humanoid 
  has at least one weapon. Therefore the 
  minimum fee is 2 sp for a person walking 
  through the gates or 3 sp if they are riding a 
  horse or pushing a cart. A typical warrior PC 
  with a sword or two, lance, spear, bow, dagger, 
  and mace on horse would command a lofty 15 
  sp or so. The guards usually just look at the 
  bristling warrior and say 1 gp. They typically 
  round to 2 sp, 5 sp, or 1 gold depending on the 
  look of the person entering the gate. 
   
  Despite their boring jobs, the guards are quite 
  friendly when approached for discussion. They 
  are more than willing to help strangers with 
  directions. There are also a number of young 
  children (10-12 years of age) that are more than 
  willing to help by acting as guides.  
   
  The city is broken into the following districts: The 
  King’s Quarter, the Lord’s District, the College of 
  Alchemy, the Merchant’s District, the Commons, 
  the Ministry of War, and the Field of Honor. The 
  other areas that the PCs may want to explore 
  include: 
   
  • 
  Merchant’s District. This area has the Four 
  Fountain 
  Inn 
  which 
  will 
  be 
  a 
  recommended inn. The Temples in the city 
  are also in this district. 
  • 
  The Commons. The Dusty Cupboard, a 
  lower class inn, can be found here if the 
  PCs ask about a cheaper (or lower profile) 
  inn where they might stay. 
  • 
  The King’s Quarter is the home of the 
  government offices of the city and 
  kingdom. 
  • 
  The College of Alchemy is home to the 
  premier alchemical instruction and study in 
  all of Tellene. 
  • 
  The Field of Honor is the location of the 
  Bet Kasel Arena, home to gladiatorial 
  competitions. 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  11 
  • 
  The Lord’s District is the location of the 
  B’Tormil estates. 
   
  Going to either of the two inns first would be the 
  logical places for the PCs to begin. There is no 
  time line for this event. If the PCs want to spend 
  a month exploring the city and doing the 
  investigation they can, they may, however, all 
  the additional expenses over what they have 
  already been given are theirs to absorb. First 
  determine where they want to go and run the 
  following little encounter. 
   
  The white buildings of Bet Kasel are amazing 
  as you make your way into the city. One of 
  the children inside the gates offers you a 
  flower, as well as offering to lead you 
  wherever you might need to go.  
   
  The child’s name is Huten and he is of mixed 
  human blood—probably part Kalamaran and 
  part Dejy. He is more than willing to lead the 
  PCs anywhere they want. The key is the flower. 
  This flower marks the PCs as being new to the 
  city, and eventually makes the holder a target for 
  pickpockets. 
   
  If the PCs accept the flower, at any time during 
  Encounter 2, run this small little encounter.  
   
  “Fingers” The Pickpocket: human boy: Rogue 
  2; hp 10; AC 14; MV 30; Fort +1, Ref +8, Will +2; 
  Sleight of Hand + 9; Bluff +5 
   
  The boy attempts to cut the coin purse of the PC 
  that is wearing the flower. If the PC who 
  accepted the flower does not have a visible coin 
  purse 
  (instead 
  using 
  a 
  Heward's 
  handy 
  haversack, vest of hidden pockets, etc.) then the 
  pickpocket chooses one of their companions. 
  This can either be the one that is most naïve or 
  the one carrying wealth the most openly: spell 
  casters over rogues or other sly looking PCs. 
  The DC to spot the rogue's attempt is: 
   
  ATL 
  Spot (DC Target) 
  Spot (DC Rest of 
  Party) 
  1 
  14 
  16 
  3 
  16 
  18 
  5 
  18 
  20 
  7 
  20 
  22 
  9 
  22 
  24 
  11 
  24 
  26 
  13 
  26 
  28 
   
  If caught, the boy denies it and does all the good 
  things that a talented pickpocket will do to avoid 
  the authorities. He does not “rat” out his other 
  friends, but if one of the rogue PCs attempts to 
  slyly show him where he went wrong in his 
  attempt (while not turning him in of course), 
  Fingers is willing to become an apprentice 
  (certed cohort) to the PC. Non-rogue PCs who 
  wish to help Fingers understand the folly of his 
  chosen path and want to offer him a "better life" 
  on a more "righteous path" must succeed at a 
  Diplomacy check DC 20+(ATLx2) to win Fingers 
  as 
  their 
  cohort. 
  The 
  Judge 
  may 
  award 
  circumstance modifiers to this roll for good role-
  play. 
   
  If earned as a cohort, Fingers (he was orphaned 
  it is the only name he has known) is able to 
  receive training from the PC as normal. Despite 
  his stats given for this encounter, Fingers can 
  rebuilt according to the restrictions on the Cohort 
  cert. 
   
  Encounter 2B 
  The Four Fountain Inn 
   
  A large archway leads into the central 
  courtyard of this large, three story brick 
  building. In the central courtyard are two 
  men in black uniforms and a woman in a 
  white dress. “May I assist you?” The woman 
  asks, stepping forward. 
   
  The central courtyard is where meals are held 
  and the staff awaits the guests. Magical fields of 
  force have permanently created an invisible roof, 
  so that while it appears as if the courtyard is 
  open, it holds temperature as if it had a closed 
  roof. Even if it is raining, no rain falls into the 
  "open" courtyard.  
   
  The woman’s name is Gattu Sumilata. She is 
  the owner of the inn and actually the hostess 
  most evenings. They have a wonderful meal 
  selection each night as well as the usual 
  entertainment each evening and during the 
  afternoons on the weekends.  
   
  Each private room has one large bed and costs 
  8 sp a night with meals costing an additional 2 
  sp per day. If a PC wants a weekly plan it costs 
  7 gp per week. (Smart players will realize that 
  the weekly deal is full price. Good for them.) 
   
  There are no specific encounters at the Inn. 
  There are a total of 10 staff and, not counting 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  12 
  the PCs, 18 guests in the Inn. All of the staff are 
  local and live in Bet Kasel. The guests include: 
  12 merchants, 2 diplomats from Kalamar, 2 
  diplomats from Ek’Gazek, a traveling bard, and 
  a mysterious stranger. None of these NPCs 
  know of the PCs or their mission.  Note: This 
  information is for the general atmosphere of the 
  Inn.  The only NPCs with whom the PCs may 
  have a chance to speak would be a selection of 
  the merchants and the bard who plays each 
  evening.  The diplomats spend most of their time 
  in government functions and events and each 
  has 
  personal 
  bodyguards. 
  Under 
  no 
  circumstances 
  should 
  the 
  PCs 
  have 
  the 
  opportunity 
  to 
  confront 
  the 
  Ambassadors 
  directly. 
   
  Encounter 2C 
  The Dusty Cupboard Inn 
   
  Once you leave the main streets of Bet 
  Kasel, you find that the white buildings still 
  line the streets, but the buildings are closer 
  together, and less light filters into the dark 
  shadows 
  of 
  the 
  buildings. 
  The 
  Dusty 
  Cupboard Inn is a small building—more of a 
  boarding house than an actual inn. A fair-
  haired Fhokki male tends to the desk just 
  beyond the blue wooden door. “Greetings. 
  Need a room? Our price is reasonable and 
  there is a discount for weekly and monthly 
  rentals.” 
   
  Although not in the merchant district, the Dusty 
  Cupboard is a fair looking inn. However, the inn 
  really has very few amenities and is more like a 
  nice rooming house than an actual inn. The 
  Fhokki man is the owner of the inn and he 
  employs a staff of six to cook, clean, and tend to 
  any horses. His name is Ragil, son of Ravena. 
  Board for the inn is 5 sp per night, which 
  includes a weak stew in the evenings. If the PCs 
  want to book a week it is 3 gp for the week, and 
  Ragil will arrange to have some fresh bread at 
  the PCs door in the morning. If they want to rent 
  a room for the month, the cost is 10 gp. Stabling 
  costs one silver per night but is included on 
  monthly rentals. 
   
  Out of the 18 rooms, currently only 5 have 
  borders. They are all on monthly rents and work 
  in the city. 
   
  Encounter 2D 
  The Estate of General B'Tormil 
   
  The large walled estate is just inside the 
  Lord’s District. It is easy to spot training 
  fields and a building that would constitute a 
  barracks, and you suspect that, as well as 
  being the home of the general and his family, 
  the area also serves as a training ground. 
  There are at least a dozen men performing 
  exercises under the direction of a uniformed 
  man. 
   
  The men that are training are not able to assist 
  the PCs, and if asked the officer informs the PCs 
  that the General is either asleep or at the Arena. 
  The General is the current head of the house. 
  The PCs can find out, with either a DC 10 
  Diplomacy or DC 15 Gather Information (or 
  through good role-play), that the General has 
  been ill. His grandson is currently running the 
  estate, but he is on maneuvers with the army for 
  the next two months. If the PCs insist on talking 
  to the General the officer recommends that they 
  attempt to talk to him during the afternoon at the 
  Arena. 
   
  Section 2E 
  The Bet Kasel Arena 
   
  Use the following box text if the PCs come to the 
  arena before visiting the B’Tormil estate (it is 
  assumed that they visit during the day): 
   
  The large arena takes up the majority of the 
  space in the vast Military District, known 
  locally as the Field of Honor. Gladiators and 
  other warriors spar against each other 
  awaiting the next announced matches. 
   
  If the PCs have already visited the B’Tormil 
  estates you can use the following text to 
  describe the interior of the Arena where the 
  General sits with his great- granddaughter.  
   
  The stands in the Bet Kasel Arena are 
  sparsely populated, although groups of 
  people sit watching the gladiators practice. 
  Though most seem to be citizens of low 
  standing, one small group stands out. A very 
  old Kalamaran man sits under a span of 
  cloth as a young girl speaks to him. Two 
  men-at-arms sit on either side of the older 
  man. 
   
  The girl’s name is Ki’Isa (her statistics are in  
  Appendix I). She is seventeen years of age and 
  does all the talking for the group since her great-
  grandfather does not respond and the men-at-
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  13 
  arms are only there to protect the General and 
  Ki’Isa. She is more than willing to speak with the 
  PCs. She does however have little to offer 
  beyond what is found below: 
   
  • 
  Her great-grandfather was a great general 
  in the armies of Kalamar and Ek’Kasel. 
  • 
  He fought in many battles, as have her 
  uncles, great-uncles, and father. 
  • 
  He has not spoken much in the last four 
  years, however he does smile when she 
  brings him to the arena. 
  • 
  Someone once mentioned an alchemical 
  mixture that might help him temporarily 
  restore his awareness. She has not 
  pursued it. 
  • 
  She 
  does barely remember Colonel 
  Jalanik. He died about five years ago. She 
  remembers the funeral and that her great-
  uncle Vilatec left soon after the funeral. 
  • 
  She does not speak with the authority of 
  the B’Tormil family, but if the PCs succeed 
  at a Diplomacy check DC 20+ATL, she 
  can 
  provide 
  a 
  limited 
  request 
  for 
  information regarding one of the family 
  retainers from the city records. 
   
  If one or more of the PCs wants to make an 
  attempt at challenging some of the warriors in 
  the arena, they are allowed to participate in the 
  afternoon events. The rules are simple: 
   
  • 
  No magic. This includes casting, having a 
  caster buff a fighter before entering the 
  ring, and using enchanted armor or 
  weapons. 
  • 
  Fights run until a gladiator is unconscious, 
  dead, or surrenders 
  • 
  Winner is paid a fee based on their skill 
  level. 
  • 
  No poisons! 
  • 
  Fights 
  are 
  against 
  other 
  gladiators. 
  Monsters and creatures are only for the 
  weekend games. 
  • 
  No more than one match per afternoon 
  per gladiator. 
  • 
  Defeated opponents may not be looted. 
   
  ATL 
  Winner’s Prize 
  1 
  10 sp 
  3 
  15 sp 
  5 
  20 sp 
  7 
  50 sp 
  9 
  100 sp 
  11 
  200 sp 
  13 
  500 sp 
   
  Very important note: The gladiators that the 
  PCs may be battling are experienced gladiators. 
  They understand their opponent’s skills perhaps 
  better than the PC does. If they are still over 
  33% of their hit points and they would have 
  struck a killing blow to the PC they pull the 
  strength damage of their blow. This may or may 
  not save the life of the PC; however everyone in 
  Ek'Kasel knows that getting involved in the 
  arena is not the best way to a long life. The 
  gladiator surrenders if reduced to under 20% of 
  their hit points. There are about 120-200 people 
  in 
  the 
  arena 
  most 
  afternoons, 
  and 
  the 
  gladiatorial bonuses are already included for the 
  gladiators. Besides the prize money, keep track 
  of which PCs entered the arena. This influences 
  the outcome of the optional Encounter 7. 
   
  All gladiator statistics are found in Appendix I. 
  Fighting in the arena is completely optional. In 
  cases where the table level is mixed, fighters 
  may fight at a challenge appropriate to their own 
  level, rather than to the ATL. 
   
  Encounter 2F 
  The Temples 
   
  Although most PCs are unlikely to go to the 
  Temple District, here is the list of the Temples 
  that can be found in Bet Kasel. The PCs are 
  unable to obtain any significant assistance on 
  their quest from these temples, however, favors 
  and healing may still be available to them at the 
  prices listed in the PHB. Clerics at a cathedral 
  are able to cast spells up to 4th level; at 
  temples, spells are available up to 3rd level, and 
  at shrines, only 2nd. The PCs may purchase 
  spells at full price. Members of any of these 
  churches in Pekal may use their meta-org 
  benefits as though they were at their home 
  church. 
   
  Cathedrals 
  • 
  Temple of Armed Conflict – The Old Man  
  Temples 
  • 
  Halls of the Valiant – Knight of the Gods 
  • 
  The Way of the Berserk – Battle Rager 
  • 
  The Founder’s Creation – The Founder 
  Shrines 
  • 
  The Hall of Oaths – Speaker of the Word  
  • 
  The Church of Life’s Fire – The Raiser  
   
  ENCOUNTER 3 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  14 
   
  Summary: City Hall / Records. Eventually the 
  PCs should move toward the City Archives to 
  determine the identity and history of the person 
  the grave belonged to. That encounter and their 
  research results are detailed here. They are 
  going to be taxed mentally as they are forced to 
  do a bit of a run-around to cut through the 
  Kalamaran bureaucracy. The pertinent areas are 
  the Department of Taxation (for information 
  regarding the slave Jalanik), the Department of 
  Labor (for information regarding the citizen 
  Jalanik), the Department of the Army (for 
  information on the slave Jalanik and the rise of 
  Colonel Jalanik), as well as the Department of 
  Burials (for information on the graveyard). 
   
  The white buildings in the King’s Quarter 
  practically gleam in the sunlight. There are 
  approximately fifteen to twenty buildings that 
  make up the government offices for Ek’Kasel 
  and Bet Kasel. 
   
  Again, there are a lot of places to go here. 
  Ek’Kasel works like a military organization. 
  However, when combined with the government 
  of Bet Kasel, the result is like two separate 
  armies attempting to coordinate activities while 
  each maintaining their own processes and 
  record keeping. There can be many more 
  locations than the ones I have listed here. The 
  government employees are all in Ek’Kasel 
  uniform. Here are the specified departments that 
  are semi-detailed. 
   
  • 
  Ek’Kasel Department of Burials and 
  Graveyards. This department can tell the 
  PCs the location of all the graveyards in 
  the 
  kingdom. 
  There 
  are 
  forms 
  for 
  registering a graveyard (citizens only) or 
  forms for requesting to move a graveyard. 
  The clerk is friendly since he doesn’t see a 
  lot of activity. He can give the PCs the 
  information that they request. However, 
  any details regarding a specific graveyard 
  must be handled by the local government.  
  • 
  Bet Kasel Department of Burials and 
  Graveyards. 
  This 
  is 
  a 
  fairly 
  busy 
  department within Ek’Kasel as they are 
  responsible for the internment of the war 
  dead. There are two clerks, one male and 
  one female, who are attempting to keep 
  track of all the requests that have been left 
  with them. They have paperwork for the 
  following types of activities: grave location, 
  next of kin notification, and applications for 
  mausoleum 
  construction, 
   
  graveyard 
  construction, and tombstone engraving. 
  The two clerks are busy but can give the 
  PCs the forms for grave location. They tell 
  the PCs it takes three days to get an 
  answer for them. The woman can be 
  bribed (1 gp per ATL) but the man can not 
  be bribed. If the PCs do bribe the woman, 
  she guarantees that she will have the 
  information by tomorrow at noon. Trying to 
  bribe the man actually sets back the 
  answer by a full day. The information is 
  found in Player Handout #5. 
  • 
  Ek’Kasel Department of Taxation. This is a 
  terrible, terrible place. There is always a 
  line that takes 1d6 hours to wait through. 
  Once through, one of the clerks on hand 
  gladly gives the PCs the paperwork that 
  they need to complete in order to get the 
  tax records involving the slave Jalanik. 
  They 
  need 
  to 
  have 
  the 
  written 
  authorization from Ki’Isa (or a member of 
  the General's household) before they can 
  get this information. It takes 1d4 days to 
  get the information. This information is on 
  Player Handout #6. 
  • 
  Ek’Kasel Department of Labor. This 
  department has the most clerks and thus 
  the time the PCs need to wait is not too 
  terrible. However, they also have a lot of 
  information, so it does take a while to find 
  the desired information. They need an 
  authorization form from either the military 
  (Ki’Isa) or the Department of Taxation. It 
  only takes about a half hour to get to a 
  clerk but it takes 2d4 days to get the 
  information. The information is found in 
  Player’s Handout #7. 
  • 
  Ek’Kasel Department of the Army. This 
  office is really the headquarters of the 
  army. They need to have approval from 
  Ki’Isa, however, a polite corporal who 
  knows the General can inform the PCs as 
  to where they can find the General and 
  Ki’Isa. If they do have permission, the 
  same corporal can give them Player 
  Handout #8 in about a half day. He DOES 
  NOT accept bribes as it is his duty to 
  provide this type of information. 
   
  ENCOUNTER 4 
   
  Summary: College of Alchemy. When in Bet 
  Kasel, everyone wants to visit the College of 
  Alchemy. There the PCs discover a small task 
  for which one of the Alchemists needs 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  15 
  assistance. If the PCs assist Alchemist Gnorl 
  with his request he rewards the PCs with an 
  elixir that should aid General B’Tormil in 
  regaining his mind for a little while. 
   
  As you follow the directions to the College of 
  Alchemy you look for a large campus similar 
  to the College of Magic. Surprisingly, you 
  almost pass the College as it appears to be a 
  series of three story buildings exactly the 
  same as the other white-sided buildings that 
  populate Bet Kasel. The small signpost that 
  reads "College of Alchemy" stands next to a 
  small walk and single bronze door. 
   
  Allow the PCs to make the decision to enter the 
  room. When they do you can continue with the 
  following or just describe it in your own words 
  and start role-playing. 
   
  The bronze door opens without a sound and 
  reveals a fairly large room with multiple 
  counters and clerks. One of the counters has 
  the words “Retail Sales,” one has the words 
  “Equipment Sales,” and one has the words, 
  “Student Registration.” There is also a 
  counter with a sign next to it that reads 
  “Information.” All the counters have a clerk 
  helping citizens and students of the College. 
   
  Here are the details in the order listed in the box 
  text: 
   
  • 
  Retail Sales. The College sells some of 
  their productions. They have for sale: 
  Bolomo 25 gp (1 flask contains 2 doses), 
  Curaxa 100 gp (1 vial), Dragonhide 10 gp 
  (1 
  flask), 
  Mooreta 
  25 
  gp 
  (1 
  vial), 
  Noisemaker 
  20 
  gp 
  (1 
  vial), 
  and 
  Smotherblend 20 gp (1 vial). If the PCs 
  ask 
  about 
  a 
  potion 
  that 
  improves 
  awareness they are referred to the 
  information counter. 
  • 
  Equipment Sales. The College has a full 
  set of alchemical equipment and most 
  common materials.  
  • 
  Student Registration. A PC with 5 ranks in 
  Craft (Alchemy) is eligible. Enrollment costs 
  200 gp. Members gain a +2 meta-org bonus 
  on their Craft (Alchemy) checks. PCs may 
  spend 1 NAA to craft any of the following 
  from Goods and Gear: Bolomo DC 20 (1 
  flask contains 2 doses), Curaxa DC 25 (1 
  vial), Dragonhide DC 20 (1 flask), Mooreta 
  DC 25 (1 vial), Noisemaker DC 20 (1 vial), 
  and Smotherblend DC 20 (1 vial). All 
  material costs should be used as per the 
  core rules for Craft (Alchemy). Members 
  check off the box that they joined the 
  College of Alchemy on the “Purchase from 
  the College of Alchemy” cert. 
  • 
  Information. This is the location where the 
  PCs may obtain information regarding 
  aiding General B’Tormil’s state of mind. If 
  they ask about a mental restorative type of 
  potion the clerk looks up some information 
  in a small book and then speaks into a 
  small cone. “You are in luck! Gnorl is in 
  today.”  
   
  It takes a couple of minutes before a small 
  man in bright orange robes enters the room. 
  The gnome walks right up to you and in a 
  high squeaky voice says, “I hear you are 
  looking for some type of mental restorative 
  potion. I might be able to create one. I 
  certainly have a couple of recipes I can use. 
  Now, do you need one to restore drained 
  intelligence, recover a lost memory, restore 
  lost personality, or enhance the current 
  mental capabilities of the consumer?” 
   
  When/if the PCs explain the situation to Gnarl he 
  continues with the following: 
   
  The gnome frowns. “Hmm. That might be 
  difficult to accomplish. In most cases, you 
  need to know which memory to restore. 
  However, if you would be interested in 
  acquiring a quantity of a rare local fungus, I 
  think I can cook something up with the type 
  of power that you need.” 
   
  Gnarl can tell the PCs the following details: 
   
  • 
  The fungus is one that actually grows in 
  the sewers below the College of Alchemy.  
  • 
  Herbalists have attempted to try to grow 
  the fungus outside the sewers but they 
  have not been able to match the 
  environment necessary for its growth. 
  • 
  The sewers channel all the waste from the 
  College of Alchemy. 
  • 
  He can bring the PCs to a sewer entrance 
  nearby. 
  • 
  The fungus is defined by its green and 
  gold fronds, as well as the slight violet 
  glow that it sheds in darkness. 
  • 
  He needs at least a dozen fronds. He is 
  also willing to pay 10 gp per additional 
  frond.  
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  16 
   
  ENCOUNTER 5 
   
  Summary: Don’t they ever clean this thing? – 
  Alchemist Gnorl's task leads the PCs down into 
  the Bet Kasel sewers for a special little piece of 
  fungus. 
   
  Gnorl is able to give the PCs the general area 
  that the fungus is usually found. They have to 
  enter the sewers and then move into the area 
  under the College to find the fungus. There are a 
  number of locations that they have found the 
  fungus before. The map to the sewers is found 
  in Appendix II.  
   
  Gnarl leads you to a locked gate about 120 
  yards from the College entrance. After 
  producing the gate key, he hands you a torch 
  and wishes you quick success. Beyond the 
  gate, the passage slants downward quickly. 
   
  Considering the layout of the map, there is a 
  possibility that the PCs could bypass the 
  mutated kobolds. If they do this purposely, they 
  can avoid combat. If they are unaware of the 
  threat of kobolds, the kobolds attack them at any 
  of Area B where they stop to collect fungus, 
  rather than waiting for them to arrive at Area C. 
   
  Area A: Forget to tell us something? 
   
  In the first section of the sewers, there is a 
  steady flow of water being flushed through the 
  sewers in to keep the materials from the College 
  from creating problems. Of course, the “flush” 
  works as a semi-trap that the PCs were not 
  warned about. 
   
  The sewers are about 8 feet wide and about 6 
  feet in height. The intersections open into 
  10’x10’ areas. The trap goes off just before the 
  first intersection.  
   
  The shadows dance along the walls of the 
  sewer tunnel. The combination of smells 
  produced by strange colored liquids seems 
  completely alien to your senses. As you get 
  close to the first intersection on your map, 
  something ahead crashes with a loud "bang" 
  and suddenly the roar of water begins to 
  echo in the tunnel. 
   
  The water races into the section the PCs are 
  occupying after one "surprise" round, during 
  which the PCs can act, giving them one 
  standard action each. The intersection is 20 feet 
  in front of the PCs. Thus, the first couple of PCs 
  might be able to avoid most of the water by 
  moving forward into the intersection. However, 
  PCs farther than 30 feet from the intersection 
  have to come up with another solution if they are 
  to avoid the water. The damage of the trap is 
  detailed below: 
   
  ATL 
  Primary Damage 
  Secondary Damage 
  1 
  1d4 
  1d4 
  3 
  1d6 
  1d4 
  5 
  2d6 
  1d6 
  7 
  3d6 
  2d4 
  9 
  4d6 
  3d4 
  11 
  5d6 
  4d4 
  13 
  6d6 
  5d4 
   
  Primary Damage has a DC 10+ATL Reflex save 
  for half damage. This damage is due to the 
  pounding the PC takes from the walls and sewer 
  tunnel. NOTE: PCs may apply a Tumble check 
  against this damage, despite the slippery terrain 
   
  Secondary Damage has a DC 5+ATL Fortitude 
  save for no damage. This damage is due to the 
  ingestion of various foul liquids in the midst of 
  the water. 
   
  PCs who succeed in getting past the intersection 
  should also make saving throws, as the water 
  splashes through a large radius. However, if 
  they succeed at their saving throws, they take 
  no damage, and even if they fail, they only take 
  half damage. 
   
  Once the PCs suffer the damage of the “trap,” 
  they find themselves still in the sewer tunnel. 
  The water slowly recedes and at least some of 
  the smells are dissipated.    
  Area B: Fungus Fest: 
   
  Finally, the PCs come to the section of the 
  sewers in which the fungus grows. The three 
  areas marked on the Player Handout map all 
  have fungus growing in them at different times. 
  The fungus right now is growing in the middle 
  section of sewers. There are definitely fronds 
  glowing and growing in the area. The PCs can 
  collect twelve with no trouble. With a successful 
  Herbalism or Craft (Alchemy) check DC 15+ATL, 
  or a Knowledge (Nature) check DC 20+ATL, the 
  PCs are actually able to locate an additional 
  frond for every five points beyond their success. 
  As an example, at ATL 1, a Craft (Alchemy) or 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  17 
  an Herbalism check of 16 finds one additional 
  frond, a check of 21 finds two, etc.  
  Area C: You live here?: 
   
  Once the PCs get to the main College sewer 
  intersection they discover that the sewers are 
  not 
  completely 
  devoid 
  of 
  life—or 
  things 
  resembling life.  
   
  Within the sewer system lives a small tribe of 
  kobolds. A number of the kobold hunters have 
  been affected by the various materials near the 
  College. They hunt in the sewers for both meat 
  and edible plant and fungi, and through them 
  consume the glowing liquids that appear in the 
  College sewers. They try to hide in ambush 
  when the PCs enter their territory (which 
  includes the location of the fungus), but given 
  their alterations that is not always possible. 
  Check the table below for the Hide check that 
  the PCs need to match in order to avoid being 
  surprised. If the PCs successfully spot the 
  kobolds, a glow in the shadows gives away the 
  kobold position. 
   
  ATL 
  Spot DC / Listen DC 
  1 
  10 / 10 
  3 
  14 / 14 
  5 
  18 / 18 
  7 
  22 / 25 
  9 
  26 / 30 
  11 
  30 / 35 
  13 
  35 / 40 
   
  ATL 1: (EL 2) 
  Altered 
  Kobolds 
  (3): 
  Small 
  Monstrous 
  Humanoid; HD 1; hp 8.  
   
  ATL 3: (EL 4) 
  Altered 
  Kobolds 
  (6): 
  Small 
  Monstrous 
  Humanoid; HD 1; hp 8. 
   
  ATL 5: (EL 6) 
  Altered 
  Kobolds 
  (6): 
  Small 
  Monstrous 
  Humanoid; HD 2; hp 18. 
   
  ATL 7: (EL 8) 
  Altered 
  Kobolds 
  (6): 
  Small 
  Monstrous 
  Humanoid, Crocodile Shaman 2; HD 4; hp 30. 
   
  Crocodile Companions (6): Medium Animal; 
  HD 3; hp 22. 
   
  ATL 9: (EL 10) 
  Altered 
  Kobolds 
  (6): 
  Small 
  Monstrous 
  Humanoid, Crocodile Shaman 3; HD 5; hp 41. 
   
  Crocodile Companions (6): Medium Animal; 
  HD 5; hp 37. 
   
  ATL 11: (EL 12) 
  Altered 
  Kobolds 
  (6): 
  Small 
  Monstrous 
  Humanoid, Crocodile Shaman 3; HD 5; hp 41. 
   
  Crocodile Companions (6): Medium Animal; 
  HD 5; hp 37. 
   
  Altered Kobold Shamans (2): Small Monstrous 
  Humanoid, Crocodile Shaman 8; HD 10; hp 76. 
   
  Giant 
  Crocodile 
  Companions 
  (2): 
  Huge 
  Animal; HD 7; hp 59. 
   
  ATL 13: (EL 14) 
  Altered 
  Kobolds 
  (6): 
  Small 
  Monstrous 
  Humanoid, Crocodile Shaman 4; HD 6; hp 48. 
   
  Crocodile Companions (6): Medium Animal; 
  HD 5; hp 37. 
   
  Altered Kobold Shamans (4): Small Monstrous 
  Humanoid, Crocodile Shaman 8; HD 10; hp 76. 
   
  Giant 
  Crocodile 
  Companions 
  (3): 
  Huge 
  Animal; HD 7; hp 59. 
   
  The kobolds are blocking passage to the middle 
  of the 3 Area B locations and must be defeated 
  in order for the PCs to retrieve the fungus. 
   
  Crocodiles receive a +4 bonus to hide when in a 
  body of water. This bonus is +10 if the only parts 
  above the surface are their eyes and nostrils. 
   
  If the L8 shamans have enough time to prepare 
  (which should be any time that the party speaks  
  or casts spells in the tunnels, or are caught in 
  the water trap), they will share water breathing 
  and cast control water to raise water levels 
  enough to allow the giant crocodile companions 
  to have enough depth to gain the +10 Hide 
  bonus. 
   
  In melee the crocodiles will attempt to grab 
  opponents and pin them under the surface of the 
  sewer water.  The stat blocks include a save 
  adjustment for shaman fetishes. 
   
   
  When the PCs return to the College of Alchemy, 
  Gnarl is very excited to see them with the 
  fronds: 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  18 
   
  “Wondergrubble, just wondergrubble. I will 
  get to the lab immediately. I might, just 
  might, have enough for an extra special 
  dose!” 
   
  Gnarl returns in about forty minutes with a 
  glowing purple glass vial. It takes a moment 
  to realize that it is not the glass that glows, 
  but the liquid inside! “I was especially happy 
  with the results: a new formula which might 
  last a bit longer than the original. Let me 
  know if there are any issues.” 
   
  Gnarl pays them any extra gold earned if the 
  PCs remind him. Otherwise, he completely 
  forgets. Once the PCs have the potion, they can 
  proceed however they wish. 
   
  ENCOUNTER 6 
   
  Summary: Will the real General please stand 
  up? If the PCs succeed at their earlier tasks, 
  they are able to speak with a fully restored 
  General. He mentions that he freed Jalanik 
  mainly due to the attachment that his eldest son 
  had 
  for 
  him. 
  They 
  were 
  like 
  brothers. 
  Unfortunately, when Jalanik was assassinated, 
  his son quickly moved away. He told the 
  General where he was going, however he also 
  made him pledge not to tell anyone where he 
  was. Because he believes that he is on his 
  death bed, the General tells the PCs where they 
  can find him—as long as they swear an oath not 
  to bring any harm to him—so that they can 
  deliver a last missive from the General to his 
  son. 
   
  The PCs may return to the Arena during the 
  week, but the General is not found; he only 
  becomes available over the weekend. 
   
  As you return to the Arena, the afternoon 
  sun pours down on the battling gladiators. 
  You had been told to expect the crowds to be 
  larger on the weekends, but the press of 
  humanity now present astonishes you. 
  General 
  B'Tormil 
  and 
  his 
  entourage, 
  however, are given the space due their 
  station, and you are able to approach 
  unhindered. Ki’Isa listens to your story and 
  helps her great-grandfather drink the offered 
  potion. The glowing liquid disappears down 
  his throat, and after a couple of deep 
  breaths, his eyes blink and he looks around. 
  “The feeling is strange. It feels as if I have 
  been asleep even though I now know I have 
  been awake the whole time. You are looking 
  into the situation with Jalanik, correct?”  
   
  Ki’Isa hugs the General as soon as he begins to 
  pause. The General has been aware of what 
  has happened in his presence. Think of it as a 
  sort of waking coma. He can tell the PCs the 
  following pieces of information: 
   
  • 
  Jalanik was a great companion of his 
  eldest son. 
  • 
  The General freed him due to this 
  friendship, as the "boys" were more like 
  brothers than one a slave to the other. 
  • 
  The B’Tormil men have always been 
  warriors. They served the Emperors of 
  Kalamar 
  until 
  House 
  Bakar 
  brought 
  disgrace to the Throne. 
  • 
  The General is not a member of the 
  Guardians of the Flame, although he does 
  not support the current government of 
  Kalamar. 
  • 
  His son left not long after Jalanik’s 
  assassination.  
  • 
  He is not sure how long, or even if, his 
  memory will remain, however he is sure 
  his days are numbered with or without his 
  memory. He would like the PCs to deliver 
  a last missive to his son if they plan to 
  travel to his location. 
  • 
  If the PCs agree, the General informs the 
  PCs of his son’s location, as long as they 
  swear an oath not to bring him to any 
  harm. 
   
  At this point if you still have at least 45 minutes 
  left in the session continue with Optional 
  Encounter 7. 
   
  ENCOUNTER 7 (Optional) 
   
  Summary: Oops. A lock fails on the crate of 
  creatures being brought into the arena for the 
  weekend’s show, and they begin to run amok in 
  the arena and the stands. It is up to the PCs to 
  contribute to the capture/death of the creatures, 
  as well as to protect the General and his great-
  granddaughter. This optional encounter should 
  only be run if there is still time in the event. 
   
  With a loud crash accompanied by screams, 
  a large crate falls from a wagon, breaking on 
  the arena floor. A variety of strange 
  creatures spread out onto the arena floor, 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  19 
  leap into the stands and engage the training 
  gladiators. 
   
  There are a number of creatures coming 
  towards the PCs. They need to engage these 
  creatures and possibly protect Ki’Isa and the 
  General (although the two men-at-arms will 
  protect the General). 
   
  ATL 1 (EL 2) 
  Wounded 
  Young 
  Cave 
  Lizard: 
  Medium 
  Animal: HD 8d8+24; hp 30. 
   
  ATL 3 (EL 4) 
  Wounded 
  Young 
  Cave 
  Lizard: 
  Medium 
  Animal: HD 8d8+24; hp 40. 
   
  ATL 5 (EL 6) 
  Young Cave Lizard: Medium Animal: HD 
  8d8+24; hp 60. 
   
  ATL 7 (EL 8) 
  Young Cave Lizards (3): Medium Animal: HD 
  8d8+24; hp 60. 
   
  ATL 9 (EL 10) 
  Mature Cave Lizards (2): Medium Animal: HD 
  16d8+48; hp 120. 
   
  ATL 11 (EL 12) 
  Mature Cave Lizards (4): Medium Animal: HD 
  16d8+48; hp 120. 
   
  ATL 13 (EL 14) 
  Mature Cave Lizards (6): Medium Animal: HD 
  16d8+48; hp 120. 
   
  Some special rules here: if a male PC who 
  fought in the arena earlier (win or lose) 
  specifically protects Ki’Isa during this encounter, 
  heads into the arena to help others at the end of 
  the battle, has a Charisma of at least 10, and is 
  of human ancestry, use the following text at the 
  conclusion of the battle. You do not need to roll 
  dice for the fight on the arena floor—that the 
  PCs charged into battle is all that is necessary. 
  Don't prompt them to engage the other 
  creatures, but make sure you mention that the 
  fight is still going on below when they finish their 
  battle. (If they ask directly if the other fighters 
  need aid, you can probably honestly say no; 
  there are many gladiators fighting off the 
  creatures. However, it could be an even fight, 
  and an extra hand is sure to help.) 
   
  The battle over, you notice a great number of 
  wounded gladiators and a number of bodies 
  in the stands. Ki’Isa stands near the General 
  who has a drawn dagger although he stands 
  on 
  unsteady 
  legs. 
  “You 
  represented 
  yourselves well.” The General points at 
  (Name of PC who fulfilled the criteria), “I am 
  impressed 
  young 
  one. 
  Might 
  you 
  be 
  interested in joining our family? My great-
  granddaughter has not found anyone in Bet 
  Kasel that interests her and I would be 
  willing to endorse you, should you wish to 
  present yourself as a suitor for her hand.” 
   
  Ki’Isa is embarrassed but theirs is a family of 
  warriors, and the PC was brave and hopefully 
  impressive. If the PC does want to be a suitor 
  give them the certificate at the end of the event. 
   
  Charging in to aid the other fighters and 
  gladiators also counts as a heroic act for those 
  hoping to catch the notice of "The Blooded." 
   
  CONCLUSION 
   
  Speaking with General P’Mare in the Inn of the 
  Witch’s Cackle again. He is not sure if anything 
  will come from the investigation but he believes 
  that the last wish of a great general should be 
  honored. He asks the PCs to stand-by as he 
  formulates a plan to get the PCs to the next 
  location. 
   
  The return trip to the Inn of the Witch’s 
  Cackle is uneventful. General P’Mare listens 
  intently to your tale and has a scribe copy 
  the documentation you have managed to 
  obtain. He seems excited at the information. 
  “This is indeed amazing. I hope it is not a 
  fool’s errand, but even if it is, I would like 
  you to deliver the General’s missive to his 
  son 
  and 
  question 
  him 
  regarding 
  the 
  Guardians 
  and 
  Jalanik. 
  I 
  will 
  make 
  arrangements and contact you when I have 
  determined the best way to get you to the 
  City of Narr-Rytar.”  
   
   
  The End 
   
   
   
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  20 
  Experience and Treasure 
   
  Experience is awarded to PCs based on the number of adventures the PCs have played. Tier 1 is 
  awarded to PCs who have played up to 25 adventures. Tier 2 is awarded to PCs who have played 
  between 26 and 74 adventures. Tier 3 is for PCs who have played 75+ adventures. 
   
  The Campaign Staff recommends that Discretionary Experience for Role-Playing be rewarded in full to all 
  players who engage in appropriate and game enhancing role-play over the course of the module. 
   
  EXPERIENCE 
   
  All characters who participate receive the following: 
  Tier 1 
  Tier 2 
  Tier 3 
  Encounter 1: Dealing with the soldiers non-violently 
   
  25 
  50 
  75 
  Encounter 2: Gaining information from Ki’Isa B’Tormil 
   Catching the Pickpocket without violence  
   OR 
   Not accepting the Flower 
    
  100 
  25 
   
  25 
  200 
  50 
   
  50 
  300 
  75 
   
  75 
  Encounter 3: Per Player Handout received (#7 - #11)  
   Up to a maximum for the Encounter of 
  25 
  100 
  50 
  200 
  75 
  300 
   
  Encounter 4: Getting the quest from Gnarl  
    
  25 
  50 
  75 
  Encounter 5: Defeating the Kobolds 
  75 
  150 
  225 
  Encounter 6: Gaining the information regarding General B’Tormil’s 
  son’s location 
  50 
  100 
  150 
   
   
   
   
  Discretionary Role-Playing Experience 
  100 
  200 
  300 
  Total Possible 
  500 
  1000 
  1300 
   
  Bonus Experience: Players who were able to complete Encounter 7 receive 50 bonus xp, regardless of 
  tier, for their combat against the creatures. 
   
  Judge Rewards 
  A judge who ‘eats’ this adventure (judges the adventure without first playing it) receives the Total Possible 
  Experience Award according to their character's tier, as well as 200 gp and the special judge cert. 
   
  TREASURE 
   
  Encounter 1: none if completed peacefully 
   If the PCs defeat the Ek’Kasel patrol they can carry away: a breastplate +1 (certed) and 50 gp worth of 
  coin and equipment 
    
  Encounter 5: 10 gp per extra frond (see encounter) 
   Kobold equipment worth 24 gp 
   
  Encounter 7: 120 gp reward to each PC that aided in the encounter from the Arena  
   
  Conclusion: Favor of General P’Mare Cert: This secretive member of the Honorable holds an obligation of 
  debt towards you for your services on his behalf. You may buy two divine potions of up to 1000 gp value 
  for 1/2 price. Record the potions below. 
   
   
   
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  21 
  OTHER AWARDS 
  Judge P’Mare Certificate B: Cert 2 of 6.  Because you keep hammering away at your players and building 
  a mighty team of heroes, the gods have seen fit to reward you.  This cert is good for 3,100 gp towards the 
  enchantment of one magic weapon.  It can be used individually or combined with any of the 5 fellow certs 
  in the series, for a total value of 18,600 gp towards a magic weapon.  This value can be supplemented 
  with your characters own gold.  Keep any certs you use together. 
   
  Suitor for the Hand of Ki’Isa B’Tormil: Through your acts of bravery, you have impressed the B’Tormil 
  family and, most importantly, the young lady Ki’lsa B’Tormil, who has agreed to accept you as a suitor. 
  Through continued acts of bravery and the dedication of at least 6 NAAs to pursuing her hand, you 
  eventually succeed in marrying her. Ki’lsa is not a cohort and is only present as a roleplay opportunity. 
  Any PC who marries into the B’Tormil family receives 20 gp per module in income from the estate’s 
  activities, but must spend 1 NAA out of every 6 visiting the estate in Ek’Kasel, 
   
  Purchase from the College of Alchemy: You have visited the College of Alchemy in Bet Kasel. Upon your visit, you were 
  able to purchase up to six doses of any of the following materials: 
  Bolomo: This solvent removes adhesives, including the alchemical goo inside a tanglefoot bag. One application of bolomo turns the 
  tanglefoot adhesive into wet slime that is sticky to the touch but easily removed, thus freeing an entangled creature almost 
  immediately. Applying bolomo is a full-round action that provides an attack of opportunity. A flask holds two applications. PRICE: 25 
  gp. DOSES PURCHASED/REMAINING: ______ 
  Curaxa: This thick green mixture corrodes metal, slowly turning it into rust. A single vial, if carefully used, coats 2 square feet of 
  metal, inflicting 1d4 points of damage to it every 10 minutes, for up to an hour. It has no harmful effect on non-ferrous metals or 
  other substances. Humans an dother creatures exposed to it suffer a light rash and some itching. PRICE: 100 gp. DOSES 
  PURCHASED/REMAINING: ___________ 
  Dragonhide: Dragonhide is a tough coating that gives a wooden item, no larger than a body shield, 5 additional points of hardness. 
  A flask holds one application that protects the item for one week. PRICE: 10 gp. DOSES PURCHASED/REMAINING: _________ 
  Mooreta: This watery, clear liquid masks odors. When thrown at a foul-smelling creature, it can aid characters in dealing with the 
  overpowering odor (such as a troglodyte’s musk or a ghast’s stench). A creature that emits a foul odor may make a Fortitude save 
  vs. DC 12 to avoid the mooreta’s effects. If effective, the mooreta lasts for 2d4 rounds. PRICE: 15 gp. DOSES 
  PURCHASED/REMAINING: _________ 
  Noisemaker: When thrown, key chemicals mix explosively. The noisemaker pops and crackles for 1d6 rounds. The noise gives 
  characters within 30 feet a +4 circumstance bonus to Move Silently checks and makes verbal communication difficult (characters 
  must make an Int check DC 13 to understand a speaker they could normally hear without difficulty). PRICE: 20 gp. DOSES 
  PURCHASED/REMAINING: _________ 
  Smotherblend: Shaking this mixture violently causes it to erupt into a thick white foam that quenches fire on contact. A single vial 
  contains enough to extinguish a 5-foot cube of flame. PRICE: 20 gp. DOSES PURCHASED/REMAINING: _________ 
   
  Any PC with 5 ranks in Craft (Alchemy) is eligible to join the College of Alchemy. Enrollment costs 200 gp. Members gain a +2 meta-
  org bonus on their Craft (Alchemy) checks. PCs may spend 1 NAA to craft any of the following from Goods and Gear: Bolomo DC 
  20 (1 flask contains 2 doses), Curaxa DC 25 (1 vial), Dragonhide DC 20 (1 flask), Mooreta DC 25 (1 vial, with the statistics for 
  Mooreta brewed at the College of Alchemy), Noisemaker DC 20 (1 vial), and Smotherblend DC 20 (1 vial). All material costs should 
  be used as per the core rules for Craft (Alchemy).  
   
  JOINED THE COLLEGE OF ALCHEMY? _______  YES                   ________    NO 
   
  Cohort Fingers: Fingers is a young human (Kalamaran/Ek’Kaselan) male from Bet Kasel. 
  Languages: Low Kalamaran, Merchant’s Tongue 
  Requirements: Dexterity 14 or higher; 2 or more ranks in sleight of hand 
  Available Classes: Bard, Brigand, Infiltrator, Rogue, Spellthief 
   
   
  
  LKOK 53 – B is for Brothers 
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  Appendix I: NPCs and Monsters 
   
  All ATLs 
   
  Honorable Retired General Sulat P’Mare Colonel of the Order of the Pike, human (Kalamaran): 
  Fighter 5/Cleric 9/Warlord 1: HD 5d10 + 9d8 +1d10+18; hp 103; Init -1: Spd 30; AC 15, touch 10, flat-
  footed 15; Base Attack/Grapple +12/+13; Attack bastard sword +3 defender +17(1d10+6); Full Attack 
  +17/+12/+7 bastard sword (1d10+6); Space/Reach 5ft./5ft.; SQ -- ; SA turn undead; AL LN; SV Fort +13, 
  Ref +3, Will +10; Atb Str 12, Dex 8, Con 12 , Int 16, Wis 18, Cha 18 
  Skills and Feats – Knowledge (religion) +16, Listen +15, Move Silently +8, Ride +12, Sense Motive +16, 
  Spot +15, Alertness, Combat Expertise, Empower Spell, Exotic Weapon Proficiency (bastard sword), 
  Extra Turning, Improved Critical, Improved Feint, Skill Focus (Sense Motive), Toughness, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard sword). 
  Spells: 6/5+1/5+1/4+1/3+1/2+1: Domains: Law and Strength 
  Equipment (carried): ring of protection +1, amulet of natural armor +1, bracers of armor +4 
   
  Ki’Isa B’Tormil: human (Kalamaran) Aristocrat 5: HD 5; hp 28; Init +2: Spd 30; AC 12, touch 12, flat-
  footed 10; Base Attack/Grapple +3/+2; Attack +3 dagger (1d4-1/19-20); Full Attack +3 dagger (1d4-1/19-
  20); Space/Reach 5ft./5ft.; SQ --; SA --; AL LG; SV Fort +1, Ref +3, Will +5; Atb Str 9, Dex 14, Con 10, Int 
  13, Wis 12, Cha 16 
  Skills and Feats – Diplomacy +14, Heal +5, Intimidate +12, Knowledge (Nobility) +8, Knowledge 
  (Art/Music) +5, Knowledge (Military History) +7, Knowledge (Local-Ek’Kasel) +6, Sense Motive +3; 
  Weapon Focus (dagger), Skill Focus (Diplomacy), Noble Bearing 
  Languages: Low Kalamaran, High Kalamaran, Merchant’s Tongue, Fhokki, Reanaarese, Orcish 
  Equipment (carried): dagger, 5 gp (Ek’Kasel)  
   
  Encounter 1
   
  ALL ATLs 
   
  Standard Ek’Kasel Soldier, human: Fighter 2; hp 20; Init +1: Spd 20; AC 16 (chainmail), touch 11, flat-
  footed 15; Base Attack/Grapple +2/+4; Attack +5 short sword (1d6+2/19-20); Full Attack +5 short sword 
  (1d6+2/19-20); Space/Reach 5ft./5ft.; SQ --; SA --; AL LN; SV Fort +5, Ref +1, Will +0; Atb Str 15, Dex 12, 
  Con 15, Int 12, Wis 10, Cha 10 
  Skills and Feats – Heal +3, Jump +3, Knowledge (military tactics) +3, Ride +6; Dodge, Weapon Focus 
  (short sword), Mounted Combat 
  Equipment (carried): short sword, chainmail, 5 gp, 10 sp (Ek’Kasel) 
   
  ATL 1 - 3 
   
  Standard Soldiers (3) 
  Ek’Kasel Officer (Rilotar B’Fulon), human Kalamaran: Aristocrat 3, Fighter 2: HD 3d8 + 2d10; hp 40; 
  Int +1; Spd 20; AC 17, touch 11, flat-footed 16; Base Attack/Grapple +4/+46; Attack +7 short sword 
  (1d6+2/19-20); Full Attack +7 short sword (1d6+2/19-20); Space/Reach 5ft./5ft.; SQ --; SA --; AL LN; SV 
  Fort +6, Ref +2, Will +3; Atb Str 15, Dex 12, Con 15, Int 12, Wis 10, Cha 10 
  Skills and Feats – Diplomacy +2, Handle Animal +2, Heal +3, Jump +4, Knowledge (military tactics) +8, 
  Ride +8, Sense Motive +8; Dodge, Weapon Focus (short sword), Mounted Combat, Animal Affinity, 
  Negotiator 
  Equipment (carried): short sword, lance, breastplate +1, 35 gp, 10 sp (Ek’Kasel) 
   
  ATL 5 - 7 
   
  Standard Soldiers (4) 
  Ek’Kasel Officer (Rilotar B’Fulon), human Kalamaran: Aristocrat 3, Fighter 3: HD 3d8 + 3d10; hp 48; 
  Int +1; Spd 20; AC 17, touch 11, flat-footed 16; Base Attack/Grapple +5/+7; Attack +8 short sword 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  23 
  (1d6+2/19-20); Full Attack +8 short sword (1d6+2/19-20); Space/Reach 5ft./5ft.; SQ --; SA --; AL LN; SV 
  Fort +6, Ref +3, Will +4; Atb Str 15, Dex 12, Con 15, Int 12, Wis 10, Cha 10 
  Skills and Feats – Diplomacy +2, Handle Animal +2, Heal +3, Jump +4, Knowledge (military tactics) +8, 
  Ride +8, Sense Motive +12; Dodge, Weapon Focus (short sword), Mounted Combat, Animal Affinity, 
  Negotiator, Skill Focus (Sense Motive) 
  Equipment (carried): short sword, lance, breastplate +1, 35 gp, 10 sp (Ek’Kasel) 
   
  ATL 9 - 11 
   
  Standard Soldiers (6) 
  Ek’Kasel Officer (Rilotar B’Fulon), human Kalamaran: Aristocrat 3, Fighter 4: HD 3d8 + 4d10; hp 56; 
  Int +1; Spd 20; AC 17, touch 11, flat-footed 16; Base Attack/Grapple +6/+8; Attack +9 short sword 
  (1d6+2/19-20); Full Attack +9/+4 short sword (1d6+2/19-20); Space/Reach 5ft./5ft.; SQ --; SA --; AL LN; 
  SV Fort +7, Ref +3, Will +4; Atb Str 15, Dex 12, Con 15, Int 12, Wis 10, Cha 10 
  Skills and Feats – Diplomacy +2, Handle Animal +2, Heal +3, Jump +4, Knowledge (military tactics) +8, 
  Ride +8, Sense Motive +18; Dodge, Weapon Focus (short sword), Mounted Combat, Animal Affinity, 
  Negotiator, Skill Focus (Sense Motive), Mind Like Water 
  Equipment (carried): short sword, lance, breastplate +1, 35 gp, 10 sp (Ek’Kasel) 
   
  ATL 13 
   
  Standard Soldiers (6) 
  Ek’Kasel Officer (Rilotar B’Fulon), human Kalamaran: Aristocrat 4, Fighter 4: HD 4d8 + 4d10; hp 63; 
  Int +1; Spd 20; AC 17, touch 11, flat-footed 16; Base Attack/Grapple +7/+10; Attack +11 short sword 
  (1d6+3/19-20); Full Attack +11/+6 short sword (1d6+3/19-20); Space/Reach 5ft./5ft.; SQ --; SA --; AL LN; 
  SV Fort +7, Ref +3, Will +5; Atb Str 16, Dex 12, Con 15, Int 12, Wis 10, Cha 10 
  Skills and Feats – Diplomacy +2, Handle Animal +2, Heal +3, Jump +5, Knowledge (military tactics) +10, 
  Ride +9, Sense Motive +20; Dodge, Weapon Focus (short sword), Mounted Combat, Animal Affinity, 
  Negotiator, Skill Focus (Sense Motive), Mind Like Water 
  Equipment (carried): short sword, lance, breastplate +1, 35 gp, 10 sp (Ek’Kasel)  
   
  Encounter 2E (Arena) 
   
  ATL 1 
   
  Gladiator: half-orc Gladiator 1: HD 1; hp 11; Init +5: Spd 30; AC 16 (+3 studded leather, +2 heavy 
  wooden shield, +1 Dex), touch 11, flat-footed 15; Base Attack/Grapple +1/+4; Attack +7 masterwork 
  bastard sword (1d10+3/19-20); Full Attack +7 masterwork bastard sword (1d10+3/19-20); Space/Reach 
  5ft./5ft.; SQ --; SA --; AL LN; SV Fort +3, Ref +3, Will +0;  
  Ability Scores: Str 16, Dex 12, Con 12, Int 10, Wis 10, Cha 12; Skills: Bluff +2, Intimidate +2, Knowledge 
  (fighting styles) +1, Knowledge (races) +1, Listen +2, Spot +2. 
  Languages: Orcish, Merchant’s Tongue. 
  Feat: Improved Initiative, Exotic Weapon Proficiency (bastard sword). 
   
  ATL 3 
   
  Gladiator: half-orc Gladiator 3: HD 3; hp 25; Init +5: Spd 30; AC 16 (+3 studded leather, +2 heavy 
  wooden shield, +1 Dex), touch 11, flat-footed 15; Base Attack/Grapple +3/+6; Attack +10 masterwork 
  bastard sword (1d10+3/19-20); Full Attack +10 masterwork bastard sword (1d10+3/19-20); Space/Reach 
  5ft./5ft.; SQ +1 on attacks of opportunity (two attacks per round); SA Feint – +3 bonus to feint and detect 
  feints in combat; AL LN; SV Fort +4, Ref +4, Will +1;  
  Ability Scores: Str 16, Dex 12, Con 12, Int 10, Wis 10, Cha 12; Skills: Bluff +4, Intimidate +2, Knowledge 
  (fighting styles) +2, Knowledge (races) +2, Listen +1, Sense Motive +2; Spot +1. 
  Languages: Orcish, Merchant’s Tongue. 
  Feat: Improved Initiative, Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword). 
   
  
  LKOK 53 – B is for Brothers 
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  24 
  ATL 5 
   
  Gladiator: half-orc Gladiator 6: HD 6; hp 46; Init +5: Spd 30; AC 18 (+4 breastplate, +3 heavy wooden 
  shield, +1 Dex), touch 11, flat-footed 17; Base Attack/Grapple +6/+9; Attack +13 masterwork bastard 
  sword (1d10+3/19-20); Full Attack +13/+8 masterwork bastard sword (1d10+3/19-20); Space/Reach 
  5ft./5ft.; SQ +2 on attacks of opportunity (three attacks per round); SA Feint – +6 bonus to feint and detect 
  feints in combat; AL LN; SV Fort +6, Ref +6, Will +2;  
  Ability Scores: Str 16, Dex 13, Con 12, Int 10, Wis 10, Cha 12; Skills: Bluff +4, Intimidate +2, Knowledge 
  (fighting styles) +3, Knowledge (races) +3, Listen +1, Sense Motive +2; Spot +2. 
  Languages: Orcish, Merchant’s Tongue. 
  Feat: Improved Initiative, Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), 
  Improved Feint, Shield Specialization. 
   
  ATL 7 
   
  Gladiator: half-orc Gladiator 8: HD 8; hp 60; Init +6: Spd 30; AC 19 (+4 breastplate, +3 heavy wooden 
  shield, +2 Dex), touch 12, flat-footed 17; Base Attack/Grapple +8/+11; Attack +154 masterwork bastard 
  sword (1d10+3/19-20); Full Attack +15/+10 masterwork bastard sword (1d10+3/19-20); Space/Reach 
  5ft./5ft.; SQ +2 on attacks of opportunity (three attacks per round); SA Feint – +8 bonus to feint and detect 
  feints in combat; AL LN; SV Fort +7, Ref +8, Will +2;  
  Ability Scores: Str 16, Dex 14, Con 12, Int 10, Wis 10, Cha 12; Skills: Bluff +4, Intimidate +2, Knowledge 
  (fighting styles) +3, Knowledge (races) +3, Listen +1, Sense Motive +3; Spot +2. 
  Languages: Orcish, Merchant’s Tongue. 
  Feat: Improved Initiative, Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), 
  Improved Feint, Shield Specialization. 
   
  ATL 9 
   
  Gladiator: half-orc Gladiator 10: HD 10; hp 74; Init +6: Spd 30; AC 19 (+4 breastplate, +3 heavy wooden 
  shield, +2 Dex), touch 12, flat-footed 17; Base Attack/Grapple +10/+14; Attack +17 masterwork bastard 
  sword (1d10+3/17-20 x3); Full Attack +17/+12 masterwork bastard sword (1d10+3/17-20 x3); 
  Space/Reach 5ft./5ft.; SQ +3 on attacks of opportunity (four attacks per round); SA Feint – +10 bonus to 
  feint and detect feints in combat; AL LN; SV Fort +8, Ref +9, Will +3;  
  Ability Scores: Str 16, Dex 14, Con 12, Int 10, Wis 10, Cha 12; Skills: Bluff +4, Intimidate +2, Knowledge 
  (fighting styles) +3, Knowledge (races) +3, Listen +1, Sense Motive +4; Spot +2. 
  Languages: Orcish, Merchant’s Tongue. 
  Feat: Improved Initiative, Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), 
  Improved Feint, Shield Specialization, Power Attack. 
   
  ATL 11 
   
  Gladiator: half-orc Gladiator 12: HD 12; hp 88; Init +6: Spd 30; AC 19 (+4 breastplate, +3 heavy wooden 
  shield, +2 Dex), touch 12, flat-footed 17; Base Attack/Grapple +12/+15; Attack +19 masterwork bastard 
  sword (1d10+3/17-20 x3); Full Attack +19/+14/+9 masterwork bastard sword (1d10+3/17-20 x3); 
  Space/Reach 5ft./5ft.; SQ +4 on attacks of opportunity (five attacks per round); SA Feint – +12 bonus to 
  feint and detect feints in combat; AL LN; SV Fort +9, Ref +10, Will +4;  
  Ability Scores: Str 16, Dex 14, Con 13, Int 10, Wis 10, Cha 12; Skills: Bluff +6, Intimidate +2, Knowledge 
  (fighting styles) +3, Knowledge (races) +3, Listen +1, Sense Motive +4; Spot +2. 
  Languages: Orcish, Merchant’s Tongue. 
  Feat: Improved Initiative, Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), 
  Improved Feint, Shield Specialization, Power Attack, Knock Prone 
   
  ATL 13 
   
  Gladiator: half-orc Gladiator 15: HD 15; hp 124; Init +6: Spd 30; AC 19 (+4 breastplate, +3 heavy 
  wooden shield, +2 Dex), touch 12, flat-footed 17; Base Attack/Grapple +15/+19; Attack +22 masterwork 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  25 
  bastard sword (1d10+3/17-20 x3); Full Attack +22/+17/+12 masterwork bastard sword (1d10+3/17-20 x3); 
  Space/Reach 5ft./5ft.; SQ +5 on attacks of opportunity (six attacks per round); SA Notorious Style – As a 
  standard action force all within 40' to make Will save or become shaken (DC 30), frightened (DC 25) or 
  panicked (DC 20), Expert Feint – Feint as a free action, Feint – +15 bonus to feint and detect feints in 
  combat, Knock Prone – Fortitude DC20 or be knocked prone by critical hit; AL LN; SV Fort +11, Ref +11, 
  Will +5;  
  Ability Scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12; Skills: Bluff +11, Intimidate +2, Knowledge 
  (fighting styles) +3, Knowledge (races) +3, Listen +1, Sense Motive +6; Spot +2. 
  Languages: Orcish, Merchant’s Tongue. 
  Feat: Improved Initiative, Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), 
  Improved Feint, Shield Specialization, Power Attack, Knock Prone, Attentive 
   
  Encounter 5B 
   
  ATL 1 
   
  (EL 2) 
  Altered Kobolds (3): Small Monstrous Humanoid; HD 1; hp 8; Init +2: Spd 20; AC 17 (+2 Dex, +2 
  natural, +2 armor, +1 size), touch 13, flat-footed 15; Base Attack/Grapple +1/-3; Attack +2 short sword 
  (1d4/19-20); Full Attack +2 short sword (1d4/19-20); Space/Reach 5ft./5ft.; SQ tougher hide; SA sneak 
  attack +1d6; AL LE; SV Fort +0, Ref +4, Will +3; Atb Str 10, Dex 14, Con 10, Int 10, Wis 12, Cha 9 
  Skills and Feats – Hide +8, Spot +3, Tumble +6; Dodge 
  Languages: Draconic 
  Equipment (carried): short sword, leather armor 
   
  ATL 3 
   
  (EL 4) 
  Altered Kobolds (6): Small Monstrous Humanoid; HD 1; hp 8; Init +2: Spd 20; AC 17 (+2 Dex, +2 
  natural, +2 armor, +1 size), touch 13, flat-footed 15; Base Attack/Grapple +1/-3; Attack +2 short sword 
  (1d4/19-20); Full Attack +2 short sword (1d4/19-20); Space/Reach 5ft./5ft.; SQ tougher hide; SA sneak 
  attack +1d6; AL LE; SV Fort +0, Ref +4, Will +3; Atb Str 10, Dex 14, Con 10, Int 10, Wis 12, Cha 9 
  Skills and Feats – Hide +8, Spot +3, Tumble +6; Dodge 
  Languages: Draconic 
  Equipment (carried): short sword, leather armor 
   
  ATL 5 
   
  (EL 6) 
  Altered Kobolds (6): Small Monstrous Humanoid; HD 2; hp 18; Init +6: Spd 20; AC 19 (+2 Dex, +4 
  natural, +2 armor, +1 size), touch 13, flat-footed 17; Base Attack/Grapple +2/+0; Attack +5 short sword 
  (1d4+2/19-20); Full Attack +5 short sword (1d4+2/19-20); Space/Reach 5ft./5ft.; SQ tougher hide, DR 
  5/magic, evasion; SA sneak attack +1d6; AL LE; SV Fort +1, Ref +5, Will +4; Atb Str 14, Dex 14, Con 12, 
  Int 10, Wis 12, Cha 9 
  Skills and Feats – Hide +10, Spot +3, Tumble +6; Dodge, Improved InitiativeB, ToughnessB 
  Languages: Draconic 
  Equipment (carried): short sword, leather armor 
   
  ATL 7 
   
  (EL 8) 
  Altered Kobolds (6): Small Monstrous Humanoid, Crocodile Shaman 2; HD 4; hp 30; Init +7: Spd 20; AC 
  21 (+3 Dex, +5 natural, +2 armor, +1 size), touch 14, flat-footed 18; Base Attack/Grapple +3/+1; Attack +7 
  longspear (1d6+2/x3); Full Attack +7 longspear (1d6+2/x3); Space/Reach 5ft./5ft.; SQ tougher hide, DR 
  5/magic and silver, evasion; SA sneak attack +1d6; AL LE; SV Fort +1, Ref +6, Will +7; Atb Str 14, Dex 
  16, Con 13, Int 10, Wis 12, Cha 9 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  26 
  Skills and Feats – Hide +11, Listen +2, Spot +8, Tumble +6; Dodge, Improved InitiativeB, ToughnessB, 
  Weapon Finesse 
  Languages: Draconic 
  Equipment (carried): short sword, leather armor 
  Spells Remaining: 4/4 – 0 – detect magic x1, resistance x3; 1st – detect animals or plantsD, faerie fire, 
  longstrider, produce flame x2 
   
  Crocodile Companions (6): Medium Animal; HD 3d8+9; hp 22; Init +1; Spd 20, swim 30; AC 15 (+1 Dex, 
  +4 natural), touch 11, flat-footed 14; Base Attack/Grapple +2/+6; Attack – bite +6 melee (1d8+6) or tail +6 
  melee (1d12+6); Full Attack – bite +6 melee (1d8+6) or tail +6 melee (1d12+6); Space/Reach 5 ft./5 ft.; 
  SA Improved Grab; SQ hold breath, low-light vision, tricks (attack, defend, down, stay); SV Fort +6, Ref 
  +4, Will +2; Abilities Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2; Skills and Feats – Hide +8, Listen +4, 
  Spot +4, Swim +12; Alertness, Skill Focus (Hide). 
   
  ATL 9 
   
  (EL 10) 
  Altered Kobolds (6): Small Monstrous Humanoid, Crocodile Shaman 3; HD 5; hp 41; Init +9: Spd 20; AC 
  23 (+5 Dex, +5 natural, +2 armor, +1 size), touch 16, flat-footed 18; Base Attack/Grapple +4/+3; Attack 
  +10 longspear (1d6+3/19-20); Full Attack +10 longspear (1d6+3/19-20); Space/Reach 5ft./5ft.; SQ 
  tougher hide, DR 5/magic and silver, evasion, fetish (+1 resistance bonus to saves versus fire); SA sneak 
  attack +1d6; AL LE; SV Fort +4, Ref +10, Will +8; Atb Str 16, Dex 20, Con 15, Int 10, Wis 12, Cha 9 
  Skills and Feats – Hide +14, Listen +3, Spot +9, Tumble +6; Dodge, Improved InitiativeB, ToughnessB, 
  Weapon Finesse 
  Languages: Draconic 
  Equipment (carried): short sword, leather armor 
  Spells Remaining: 4/4/2 – 0 – detect magic x2, resistance x3; 1st – bear's endurance, detect animals or 
  plantsD, longstrider, produce flame; 2nd – flame blade, resist energy (lightning)D  
   
  Crocodile Companions (6): Medium Animal; HD 5d8+15; hp 37; Init +1; Spd 20, swim 30; AC 17 (+1 Dex, 
  +6 natural), touch 11, flat-footed 16; Base Attack/Grapple +3/+8; Attack – bite +8 melee (1d8+7) or tail +8 
  melee (1d12+7); Full Attack – bite +8 melee (1d8+7) or tail +8 melee (1d12+7); Space/Reach 5 ft./5 ft.; 
  SA Improved Grab; SQ evasion, fetish (+1 resistance bonus to saves versus fire), hold breath, low-light 
  vision, tricks (attack, defend, down, stay); SV Fort +8, Ref +6, Will +3; Abilities Str 20, Dex 13, Con 17, Int 
  1, Wis 12, Cha 2; Skills and Feats – Hide +8, Listen +4, Spot +4, Swim +12; Alertness, Skill Focus (Hide). 
   
  ATL 11 
   
  (EL 13) 
  Altered Kobolds (6): Small Monstrous Humanoid, Crocodile Shaman 3; HD 5; hp 41; Init +9: Spd 20; AC 
  23 (+5 Dex, +5 natural, +2 armor, +1 size), touch 16, flat-footed 18; Base Attack/Grapple +4/+3; Attack 
  +10 longspear (1d6+3/19-20); Full Attack +10 longspear (1d6+3/19-20); Space/Reach 5ft./5ft.; SQ 
  tougher hide, DR 5/magic and silver, evasion, fetish (+1 resistance bonus to saves versus fire); SA sneak 
  attack +1d6; AL LE; SV Fort +4, Ref +10, Will +8; Atb Str 16, Dex 20, Con 15, Int 10, Wis 12, Cha 9 
  Skills and Feats – Hide +14, Listen +3, Spot +9, Tumble +6; Dodge, Improved InitiativeB, ToughnessB, 
  Weapon Finesse 
  Languages: Draconic 
  Equipment (carried): short sword, leather armor 
  Spells Remaining: 4/4/2 – 0 – detect magic x2, resistance x3; 1st – bear's endurance, detect animals or 
  plantsD, longstrider, produce flame; 2nd – flame blade, resist energy (lightning)D  
   
  Crocodile Companions (6): Medium Animal; HD 5d8+15; hp 37; Init +1; Spd 20, swim 30; AC 17 (+1 
  Dex, +6 natural), touch 11, flat-footed 16; Base Attack/Grapple +3/+8; Attack – bite +8 melee (1d8+7) or 
  tail +8 melee (1d12+7); Full Attack – bite +8 melee (1d8+7) or tail +8 melee (1d12+7); Space/Reach 5 
  ft./5 ft.; SA Improved Grab; SQ evasion, fetish (+1 resistance bonus to saves versus fire), hold breath, 
  low-light vision, tricks (attack, defend, down, stay); SV Fort +8, Ref +6, Will +3; Abilities Str 20, Dex 13, 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  27 
  Con 17, Int 1, Wis 12, Cha 2; Skills and Feats – Hide +8, Listen +4, Spot +4, Swim +12; Alertness, Skill 
  Focus (Hide). 
   
  Altered Kobold Shamans (2): Small Monstrous Humanoid, Crocodile Shaman 8; HD 10; hp 7; Init +9: 
  Spd 20; AC 24 (+5 Dex, +6 natural, +2 armor, +1 size), touch 16, flat-footed 19; Base Attack/Grapple 
  +8/+7; Attack +14 longspear (1d6+3/19-20); Full Attack +14/+9 longspear (1d6+3/19-20); Space/Reach 
  5ft./5ft.; SQ tougher hide, Resist Electricity 20, DR 5/magic and silver, favor of the spirits (attacking the 
  shaman while unconscious or unaware forces DC14 Will save; fail results in 1d6 penalty to random 
  ability), evasion, fetish (+1 resistance bonus to saves versus fire); SA sneak attack +1d6; AL LE; SV Fort 
  +7, Ref +11, Will +12; Atb Str 16, Dex 20, Con 15, Int 10, Wis 14, Cha 9 
  Skills and Feats – Concentration +14, Hide +14, Listen +10, Spot +15, Tumble +6; Dodge, Great 
  Fortitude, Improved InitiativeB, Skill Focus (Concentration), ToughnessB, Weapon Finesse 
  Languages: Draconic 
  Equipment (carried): short sword, leather armor 
   
  Spells Remaining: 6/6/5/4/3 – 0 – cure minor wounds, detect magic x2, resistance x3; 1st – detect animals 
  or plantsD, cure light wounds x2, longstrider, produce flame x2; 2nd – barkskin, bear's endurance, flame 
  blade, resist energy (lightning), resist energy (fire)D; 3rd – call lightningD, meld into stone, water breathing 
  x2; 4th – control water, dispel magicD, rusting grasp 
   
  Giant Crocodile Companions (2): Huge Animal; HD 7d8+28; hp 59; Init +1; Spd 20, swim 30; AC 16 (-2 
  size, +1 Dex, +7 natural), touch 9, flat-footed 15; Base Attack/Grapple +5/+21; Attack – bite +11 melee 
  (2d8+12) or tail +11 melee (1d12+12); Full Attack – bite +11 melee (2d8+12) or tail +11 melee (1d12+12); 
  Space/Reach 15 ft./10 ft.; SA Improved Grab; SQ hold breath, low-light vision, tricks (attack, defend, 
  down, stay), fetish (+1 resistance bonus to saves versus fire); SV Fort +10, Ref +7, Will +4; Abilities Str 
  27, Dex 12, Con 19, Int 1, Wis 12, Cha 2; Skills and Feats – Hide +2, Listen +5, Spot +5, Swim +16; 
  Alertness, Endurance, Skill Focus (Hide). 
   
  ATL 13 
   
  (EL 14) 
  Altered Kobolds (6): Small Monstrous Humanoid, Crocodile Shaman 4; HD 6; hp 8; Init +9: Spd 20; AC 
  23 (+5 Dex, +5 natural, +2 armor, +1 size), touch 16, flat-footed 18; Base Attack/Grapple +5/+4; Attack 
  +11 longspear (1d6+3/19-20); Full Attack +11 longspear (1d6+3/19-20); Space/Reach 5ft./5ft.; SQ 
  tougher hide, DR 5/magic and silver, evasion, fetish (+1 resistance bonus to saves versus electricity), 
  resist fire 10; SA sneak attack +1d6; AL LE; SV Fort +42, Ref +10, Will +9; Atb Str 16, Dex 20, Con 15, 
  Int 10, Wis 12, Cha 9 
  Skills and Feats – Hide +15, Listen +4, Spot +10, Tumble +6; Dodge, Improved InitiativeB, Skill Focus 
  (Concentration), ToughnessB, Weapon Finesse 
  Languages: Draconic 
  Equipment (carried): short sword, leather armor 
  Spells Remaining: 5/5/3 – 0 – cure minor wounds, detect magic, resistance x3; 1st – detect animals or 
  plantsD, cure light wounds, faerie fire, longstrider, produce flame; 2nd – bear's endurance, flame blade, 
  resist energy (fire)D 
  Spells Remaining: 4/4/2 – 0 – detect magic x2, resistance x3; 1st – bear's endurance, charm personD, 
  longstrider, produce flame; 2nd – flame blade, resist energy (lightning)D  
   
  Crocodile Companions (6): Medium Animal; HD 5d8+15; hp 37; Init +1; Spd 20, swim 30; AC 17 (+1 Dex, 
  +6 natural), touch 11, flat-footed 16; Base Attack/Grapple +3/+8; Attack – bite +8 melee (1d8+7) or tail +8 
  melee (1d12+7); Full Attack – bite +8 melee (1d8+7) or tail +8 melee (1d12+7); Space/Reach 5 ft./5 ft.; 
  SA Improved Grab; SQ evasion, hold breath, low-light vision, tricks (attack, defend, down, stay), fetish (+1 
  resistance bonus to saves versus fire); SV Fort +8, Ref +6, Will +3; Abilities Str 20, Dex 13, Con 17, Int 1, 
  Wis 12, Cha 2; Skills and Feats – Hide +8, Listen +4, Spot +4, Swim +12; Alertness, Skill Focus (Hide). 
   
  Altered Kobold Shamans (3): Small Monstrous Humanoid, Crocodile Shaman 8; HD 10; hp 7; Init +9: 
  Spd 20; AC 24 (+5 Dex, +6 natural, +2 armor, +1 size), touch 16, flat-footed 19; Base Attack/Grapple 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  28 
  +8/+7; Attack +14 longspear (1d6+3/19-20); Full Attack +14/+9 longspear (1d6+3/19-20); Space/Reach 
  5ft./5ft.; SQ tougher hide, Resist Electricity & Fire 20, DR 5/magic and silver, evasion, favor of the spirits 
  (attacking the shaman while unconscious or unaware forces DC14 Will save; fail results in 1d6 penalty to 
  random ability), fetish (+1 resistance bonus to saves versus acid); SA sneak attack +1d6; AL LE; SV Fort 
  +7, Ref +11, Will +12; Atb Str 16, Dex 20, Con 15, Int 10, Wis 14, Cha 9 
  Skills and Feats – Concentration +12, Hide +15, Listen +10, Spot +15, Tumble +6; Dodge, Great 
  Fortitude, Improved InitiativeB, Skill Focus (Concentration), ToughnessB, Weapon Finesse 
  Languages: Draconic 
  Equipment (carried): short sword, leather armor 
  Spells Remaining: 6/6/5/4/3 – 0 – cure minor wounds, detect magic x2, resistance x3; 1st – detect animals 
  or plantsD, cure light wounds x2, longstrider, produce flame x2; 2nd – barkskin, bear's endurance, flame 
  blade, resist energy (lightning), resist energy (fire)D; 3rd – call lightningD, meld into stone, water breathing 
  x2; 4th – control water, dispel magicD, rusting grasp,  
   
  Giant Crocodile Companions (3): Huge Animal; HD 7d8+28; hp 59; Init +1; Spd 20, swim 30; AC 16 (-2 
  size, +1 Dex, +7 natural), touch 9, flat-footed 15; Base Attack/Grapple +5/+21; Attack – bite +11 melee 
  (2d8+12) or tail +11 melee (1d12+12); Full Attack – bite +11 melee (2d8+12) or tail +11 melee (1d12+12); 
  Space/Reach 15 ft./10 ft.; SA Improved Grab; SQ hold breath, low-light vision, tricks (attack, defend, 
  down, stay), fetish (+1 resistance bonus to saves versus fire); SV Fort +10, Ref +7, Will +4; Abilities Str 
  27, Dex 12, Con 19, Int 1, Wis 12, Cha 2; Skills and Feats – Hide +2, Listen +5, Spot +5, Swim +16; 
  Alertness, Endurance, Skill Focus (Hide). 
   
  Optional Encounter 7 
   
  ATL 1 (EL 2) 
  Wounded Young Cave Lizard: Medium Animal: HD 8d8+24; hp 30; Init +2; Spd 30 ft.; AC 15 (+2 Dex, 
  +3 natural), touch 12, flat-footed 13; Attack/Grapple +6/+13; Attack Bite +14 melee (1d8+10); Full Attack 
  Bite +14 melee (1d8+10); Space/Reach 5 ft./5 ft.; SA --; SQ low light vision; SV Fort +11, Ref +8, Will +3; 
  Abilities Str 25, Dex 15, Con 17, Int 1, Wis 12, Cha 10; Skills Climb +18, Hide +6, Listen +6, Move Silently 
  +6, Spot +6, Swim +18; Alertness, Great Fortitude, Weapon Focus (bite) 
   
  ATL 3 (EL 4) 
  Wounded Young Cave Lizard: Medium Animal: HD 8d8+24; hp 40; Init +2; Spd 30 ft.; AC 15 (+2 Dex, 
  +3 natural), touch 12, flat-footed 13; Attack/Grapple +6/+13; Attack Bite +14 melee (1d8+10); Full Attack 
  Bite +14 melee (1d8+10); Space/Reach 5 ft./5 ft.; SA --; SQ low light vision; SV Fort +11, Ref +8, Will +3; 
  Abilities Str 25, Dex 15, Con 17, Int 1, Wis 12, Cha 10; Skills Climb +18, Hide +6, Listen +6, Move Silently 
  +6, Spot +6, Swim +18; Alertness, Great Fortitude, Weapon Focus (bite) 
   
  ATL 5 (EL 6) 
  Young Cave Lizard: Medium Animal: HD 8d8+24; hp 60; Init +2; Spd 30 ft.; AC 15 (+2 Dex, +3 natural), 
  touch 12, flat-footed 13; Attack/Grapple +6/+13; Attack Bite +14 melee (1d8+10); Full Attack Bite +14 
  melee (1d8+10); Space/Reach 5 ft./5 ft.; SA --; SQ low light vision; SV Fort +11, Ref +8, Will +3; Abilities 
  Str 25, Dex 15, Con 17, Int 1, Wis 12, Cha 10; Skills Climb +18, Hide +6, Listen +6, Move Silently +6, 
  Spot +6, Swim +18; Alertness, Great Fortitude, Weapon Focus (bite) 
   
  ATL 7 (EL 8) 
  Young Cave Lizards (3): Medium Animal: HD 8d8+24; hp 60; Init +2; Spd 30 ft.; AC 15 (+2 Dex, +3 
  natural), touch 12, flat-footed 13; Attack/Grapple +6/+13; Attack Bite +14 melee (1d8+10); Full Attack Bite 
  +14 melee (1d8+10); Space/Reach 5 ft./5 ft.; SA --; SQ low light vision; SV Fort +11, Ref +8, Will +3; 
  Abilities Str 25, Dex 15, Con 17, Int 1, Wis 12, Cha 10; Skills Climb +18, Hide +6, Listen +6, Move Silently 
  +6, Spot +6, Swim +18; Alertness, Great Fortitude, Weapon Focus (bite) 
   
  ATL 9 (EL 10) 
  Mature Cave Lizards (2): Large Animal: HD 16d8+48; hp 120; Init +0; Spd 30 ft.; AC 15 (-1 size, +5 
  natural), touch 9, flat-footed 14; Attack/Grapple +12/+24; Attack Bite +20 melee (3d6+12); Full Attack Bite 
  +20 melee (3d6+12); Space/Reach 10 ft./5 ft.; SA --; SQ low light vision; SV Fort +15, Ref +10, Will +6; 
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  29 
  Abilities Str 26, Dex 11, Con 17, Int 1, Wis 12, Cha 10; Skills Climb +27, Hide +4, Listen +6, Move Silently 
  +5, Spot +11, Swim +27; Alertness, Great Fortitude, Weapon Focus (bite), Improved Natural Attack, 
  Dodge, Power Attack 
   
  ATL 11 (EL 12) 
  Mature Cave Lizards (4): Large Animal: HD 16d8+48; hp 120; Init +0; Spd 30 ft.; AC 15 (-1 size, +5 
  natural), touch 9, flat-footed 14; Attack/Grapple +12/+24; Attack Bite +20 melee (3d6+12); Full Attack Bite 
  +20 melee (3d6+12); Space/Reach 10 ft./5 ft.; SA --; SQ low light vision; SV Fort +15, Ref +10, Will +6; 
  Abilities Str 26, Dex 11, Con 17, Int 1, Wis 12, Cha 10; Skills Climb +27, Hide +4, Listen +6, Move Silently 
  +5, Spot +11, Swim +27; Alertness, Great Fortitude, Weapon Focus (bite), Improved Natural Attack, 
  Dodge, Power Attack 
   
  ATL 13 (EL 14) 
  Mature Cave Lizards (8): Large Animal: HD 16d8+48; hp 120; Init +0; Spd 30 ft.; AC 15 (-1 size, +5 
  natural), touch 9, flat-footed 14; Attack/Grapple +12/+24; Attack Bite +20 melee (3d6+12); Full Attack Bite 
  +20 melee (3d6+12); Space/Reach 10 ft./5 ft.; SA --; SQ low light vision; SV Fort +15, Ref +10, Will +6; 
  Abilities Str 26, Dex 11, Con 17, Int 1, Wis 12, Cha 10; Skills Climb +27, Hide +4, Listen +6, Move Silently 
  +5, Spot +11, Swim +27; Alertness, Great Fortitude, Weapon Focus (bite), Improved Natural Attack, 
  Dodge, Power Attack
  
  LKOK 53 – B is for Brothers 
  Living Kingdoms of Kalamar 
  30 
  Appendix II: Maps 
   
  
   
  APPENDIX III: Player Handout #1 
   
   
   
  For Military Organization PCs  
   
  Called into your commander’s office/tent she looked you in the eyes. “As much as I might need 
  you in the coming months you have been requested for a special assignment. You are to report to 
  the Ek’Kasel border. A room will be reserved for you at the Inn of the Witch’s Cackle. Don’t ask me 
  any questions I don’t have any answers other than the order came from a lot higher than I can 
  touch. Good luck and don’t let the reputation of this regiment down.” 
   
  
   
  Player Handout #2 
   
  For Guard and Constable PCs – it could also be adapted for other Municipal Organizations just 
  leave out the title of the head officer. 
   
  Another double watch. The war was definitely thinning the ranks. However, instead of a soft bed 
  or tasty meal you found yourself in the office of your regional Colonel (Guard) / Head Constable 
  (Constabulary). He offered you a cool mug of ale and bid you sit. “I know you have been pulling 
  more than your normal duties. You are commended. I wish I had six more of you. Instead it seems 
  I will be yet another member short. I have received a very specific request for my best. A specific 
  task authorized at the highest levels. If you accept you will be traveling to the Ek’Kasel border. I 
  know there has to be more to the task but I obviously do not have a need to know. You will have a 
  room reserved for you and a place here when you return. I don’t have any answers for the many 
  questions you must have but I trust you will do your best. Good luck.” 
   
  
   
  Player Handout #3 
   
  For Arcane Organization PCs 
   
  The note that appeared was simple, “We have been requested to make available one of our 
  members for a special mission for the Crown. Your name has been selected to undertake this 
  mission. I would understand if you hesitated however I have been assured that the mission is 
  important. We have made arrangements to have to transported to the Ek’Kasel border and the Inn 
  of the Witch’s Cackle. Nothing else regarding the mission has been able to be ascertained or 
  divined. Report to the College of Magic administration building as soon as possible for 
  teleportation. Good luck” 
   
  
   
  Player Handout #4 
   
  For Mystical Organization PC 
   
  The temple prelate asked you to meet with him after services. “Brother/Sister there seems that 
  there may be a light in these times of darkness. There has been a vision as well as a message 
  from the Prince. Although the vision was cloudy as expected, the portents clearly indicated that 
  great events were about to begin. The message from the Prince simply confirmed this. The Crown 
  would like you to attend a private matter. I have been told that a room at the Inn of the Witch’s 
  Cackle has already been reserved for you and more information will be available once you arrive. 
  Good luck and may you find success in your endeavors.” 
   
   
  
   
  Player Handout #5 
   
  All other PCs 
   
  The courier’s arrival was not unexpected. The city was a buzz with activity. The message that you 
  received had you traveling with the first caravan west. Although the countryside seems normal, 
  there was still a sense of the unknown in those citizen’s you met. You arrived without issue at the 
  Ek’Kasel border and checked into your room at the Inn of the Witch’s Cackle.
  
   
  Players Handout #6 – Tale regarding the history of Kalamar 
   
      
   
  “During the seventy year period known as the Age of Great Anguish the Kalamaran Empire 
  crumbled into fragmented kingdoms ruled by lesser lords. The land fell into decay. One petty lord 
  from the south, Prince Thedorus, claimed to be a direct descendant of Emperor Kolokar and a 
  member of the royal House of Inakas. He had a small army of loyal troops, including many 
  dwarves from the Ka’Asa Mountains. With dwarven weaponry, plus an excellent commander, 
  Rovak Fen’doral (a paladin who rode a silver dragon, Vevisalakale, into battle). Thedorus defeated 
  the other southern lords and reunited the main Kingdom of Kalamar.” 
   
  Displaying a portrait of a silver clad warrior upon a wondrous dragon he continues, “King 
  Thedorus wished to reward Rovak Fen’doral for his loyalty and bravery and ordered a silver coin 
  struck with Rovak’s likeness on one side and Vevisalakale’s on the other. Today, these coins are 
  called “Silver Dragons” by collectors and are priceless.” 
   
  “Overwhelmed with love for his king, Rovak Fen’doral swore eternal fealty to good King 
  Thedorus I. He swore that he and every firstborn of his lineage would forever be the king’s 
  champion. That very night, Rovak was visited by his patron god, Deb’fo, the Swift Sword, who was 
  accompanied by Forinori, the Speaker of the Word. They informed Rovak that he would never 
  father a child and, therefore, could not keep his oath.” 
   
  “Rovak that night pledged his life and soul to keep his oath. The gods turned him into a 
  sword, the Sword of Kings.” 
   
  “Under the leadership of King Thedorus, I was able to vanquish the remaining lords and 
  reunite the Empire. Thedorus I reigned for fifty-seven years, controlling all the lands from the 
  Legasas to the Ka’Asas. During his reign, the humanoids and barbarians were defeated and the 
  old Kalamaran borders were re-established. At the age of eighty-nine, Thedorus I, the most 
  popular emperor in the history of Tellene, died peacefully in his sleep.” 
   
  “His son was found brutally murdered the day before his coronation. Within hours of the 
  news, Vilik, the senor member of the House of Bakar seized the throne and butchered Thedorus’ 
  remaining children and grandchildren.” 
   
  
   
  Players Handout #7: The Prophesy of Darkness Lifted 
   
   
   
   
  The darkest hours of the deepest night 
  single fears will be drawn apart. With 
  skin of jet immortal blood will lead 
  searchers towards their goal.  
   
  Brothers will battle, children will die 
  those once allied will be split asunder. 
  The frozen lands hold brothers whose 
  secrets must be revealed and brought 
  together. 
   
  The turmoil ended then begun again 
  with sword in hand the golden symbol 
  will bring forth the dawn of a new age. 
  This age will see black and silver shed 
  blood on the same field of battle. 
   
  
   
   Player’s Handout #8
   Player’s Handout #8
   Player’s Handout #8
   Player’s Handout #8    
  Information from the Bet Kasel Department of 
  Information from the Bet Kasel Department of 
  Information from the Bet Kasel Department of 
  Information from the Bet Kasel Department of 
  Graveyards
  Graveyards
  Graveyards
  Graveyards    
      
   
  Mausoleum in Bet Kasel’s Noble Graveyard: This mausoleum was 
  originally constructed by General A.H. B’Tormil (Request 12A5-TDE19). 
  Mausoleum limited to those direct family of General B’Tormil. Currently 
  there are 39 bodies entombed in the mausoleum. This includes notables: 
   
  1. A. Haraman B’Tormil  
  2. Melana B’Tormil 
  3. Tolali Tesipo 
  4. Pulan B’Tormil 
   
  5. Sulat B’Tormil  
  6. Goranu Saketi 
  7. Torare Vitisar  
   
  8. Haraman B’Tormil 
  9. Fanam B’Tormil 
   
  All the registration numbers are cross-referenced 
   
  Other Graves commissioned by the B’Tormil family 
   
  • 
  Colonel Jalanik – Purchased by Vilatek B’Tormil on behalf of 
  General Senovar B’Tormil 
   
  Other B’Tormil Graveyards 
   
  • 
  Grave of the Fallen – this graveyard is registered to be on the 
  B’Tormil family estate. 
  • 
  Servants Graveyard – this graveyard is also on the family estate 
  but is registered only to be for expired slaves 
   
  
   
  Player’s Handout #9 
  Tax Records in Regards to the Purchase of the Slave Jalanik 
   
   
   
  390 IR – Declaration 5th: Purchased from the holdings of Baram Remel by Pulan B’Tormil the 
  slave named Jalanik for the sum of 4,500 gold crowns. 
   
   
   
   
   
   
   
   
  
   
  Player’s Handout #10 
  Record of Citizenship for Jalanik 
   
   
  On the date of Declaration 5th in the year of 546 in recognition of his service to the B’Tormil 
  family and service in the armed forces of Ek’Kasel, the B’Tormil family does grant Jalanik his 
  freedom. In accordance to citizenship rule A7-17835 the B’Tormil family does pledge board and 
  occupation to Jalanik for the first year of his freedom.  
   
  Copy sent to Ek’Kasel Department of Taxation to decrease the value of the B’Tormil holdings by 
  5,000 gold. A record will also be created to allow assessment of Jalanik’s worth beginning on 
  Declaration 5th in the year 547. 
   
  
   
  Player’s Handout #11 
  Military Records of Colonel Jalanik 
   
   
  Year 
   
  Rank  
  Position 
   
  392 – 515 
  none 
   
  Servant to General B’Tormil 
  516 
   
  Private  
  Attended Basic Training by request of General B’Tormil 
  517 – 538 
   Corporal 
  Promoted after his action protecting the General during the 
  secession riot in Bet Kasel 
  539 
  Lieutenant 
  Attended the Bet Kasel War College by request of General 
  B’Tormil 
  540 – 546 
  Lieutenant 
  Served as messenger and aide to General B’Tormil 
  546 
  Captain 
  Freed by the B’Tormil family from slavery – promoted when he 
  enlisted voluntarily after his freedom 
  547 – 550 
  Major  
  Commander of the 6th Skirmishers – served with honor 
  551 – 562 
  Colonel 
  Commander of the 3rd Army 
  562 
  Colonel 
  Assassinated by unknown persons 
   
  Note: Although he served far longer than most officers in service to the King he often declined 
  promotion. In each case he preferred to stay under the overall command of a member of the 
  B’Tormil family. 
   
   
   
  
   
  APPENDIX IV: DM Worksheet – Player Loyalty Tally 
   
   
  Character Name: 
   
   
   
   
   
  Race: 
   
   
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
   
  Character Name: 
   
   
   
   
   
  Race: 
   
   
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
   
   
  Character Name: 
   
   
   
   
   
  Race: 
   
   
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
   
   
  Character Name: 
   
   
   
   
   
  Race: 
   
   
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
   
   
  Character Name: 
   
   
   
   
   
  Race: 
   
   
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
   
   
  Character Name: 
   
   
   
   
   
  Race: 
   
   
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK53 B is for Brothers.pdf