TEXT: LKOK36 
   
   
   
   
   
   
   
  War 
   
  A 1-Round D&D Living Kingdoms of Kalamar® Adventure 
   
   ** Special Origins Release ** 
   
  by Andrew Garbade 
   
   
  The flames of war have spread across Elos Bay and reached the shores of Pekal. Only a small number of 
  volunteers may be the difference in this initial assault. The first adventure in the War of Revival series. A  
  Living Kingdoms of Kalamar adventure for ATLs 1-9. 
   
  This scenario is released for Origins as a lead-in to the Battle Interactive, A Song of Revival. Future 
  releases will incorporate aspects of the Battle Interactive for those players unable to attend Origins.  
   
   
  The title, series name if there is one, 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 2005, 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. © 2005 Wizards of the Coast, Inc. 
  
  War 
  Living Kingdoms of Kalamar 
  1
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully so 
  that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
   
  Calculating Average Table Level (ATL) 
  Living Kingdoms of Kalamar uses ATL rather 
  than Average Party 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 4. 
   
  Once you calculate the ATL write it down here 
  as you will need it later for setting the DC of 
  certain skill checks. 
   
  ATL__________ 
   
   
  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 7th 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. 
   
  Specific statistics for key Non-Player Characters 
  (NPCs) and other materials are included in the 
  appendix at the back of this adventure as well as 
  throughout the adventure text itself. Certificates 
  that may be photocopied are also included. The 
  Judge should read this adventure entirely no 
  less than once before playing in order to ensure 
  a precise flow of events, as there are many 
  aspects relating to the flavor and culture that are 
  important to the Living™ Kingdoms of Kalamar 
  campaign and to this adventure. 
   
   
   
  MODULE NOTES 
  This adventure is the first in a series dealing with 
  a war between the Principality of Pekal and the 
  Kalamar Empire.  
   
  Kalamar has been planning for this assault far 
  longer than most people realize. Their plans 
  have finally come to fruition at a time when 
  Pekal believes they might have finally struck a 
  decisive blow to the Empire. 
   
  This event is a fairly straight-forward event, 
  though the character will have to make decisions 
  that 
  drive 
  their 
  story. 
  Specifically, 
  these 
  decisions will impact the final encounters of the 
  event. 
   
   
  BACKGROUND 
  Several months ago, the Pekal Navy received 
  intelligence from operatives in Basir that a large 
  ship transfer was planned for the blockade south 
  of Baneta in Elos Bay. Initial investigations into 
  this event were confirmed by other sources, 
  including both mundane and magical methods. 
  After careful consideration, it was decided that a 
  naval attack would be launched at the newly 
  arrived ships, a few days after the transfer was 
  finished. Tactically, the experienced sailors of 
  the Pekal navy would likely be able to use their 
  familiarity of Elos Bay to quickly overwhelm the 
  Kalamar ships, thus breaking the blockade.  
   
  Unfortunately, the blockade replacement was a 
  ruse designed to pull Pekal’s navy into a conflict. 
  Though 
  the 
  admirals 
  in 
  Pekal 
  planned 
  conservatively, they sent the bulk of their fleet 
  against the Kalamar forces.  
   
  In short order, most of the Pekal ships were 
  either destroyed or captured. Those few who 
  
  War 
  Living Kingdoms of Kalamar 
  2
  fled the battle were forced to turn south, headed 
  toward open water rather than Baneta.  
   
  After the destruction at the blockade, several 
  Pekal ships received a large number of sailor 
  and legionnaire troops. Each ship also received 
  three Legion Mages. Their goals were to sail the 
  ships, under disguises created by illusionary 
  magic, back to Baneta. Upon arrival, the forces 
  were to launch a surprise attack, hopefully 
  taking control of the Docks so more Kalamar 
  troops could land in the city.  
   
  At the same time, a number of small forces 
  made their way up the coast. Their mission was 
  to take over the Naval Lighthouses south of 
  Baneta, and the first line of defense against 
  invasion by sea. These teams have controlled 
  the lighthouses for several weeks, with the 
  original soldiers dead and thrown over cliffs into 
  Elos Bay.  
   
  The commanders of Baneta received favorable 
  reports from their captains who attacked the 
  blockade. At the beginning of the adventure, 
  they have not yet realized that the entire 
  southern corner of the Principality is under the 
  threat of open war.  
   
  This event is set approximately 24 hours before 
  the first ship arrives in Baneta 
   
   
  ADVENTURE SYNOPSIS 
  Introduction: 
  The characters are in Baneta, wandering the 
  town on their own business. Rumors of the 
  expected victory over Kalamar are running wild 
  through the streets, and nearly every citizen 
  expects the heroic sailors to town at any time.  
   
  Encounter 1:  
  A local guild member is looking for an escort to 
  protect some military shipments. With so many 
  soldiers out of the city (on the ships), the bulk of 
  the remaining force is on full duty shifts, and 
  none of them can get away to escort the carts.  
   
  Encounter 2: 
  Characters arrive at the first tower to a chilly 
  reception. They are asked quite a number of 
  questions (along with the caravan leader) about 
  their business.  
   
   
   
  Encounter 3: 
  Characters arrive at the second tower to a 
  warmer reception. The guards at this tower 
  seem to be friendlier than those in the previous 
  encounter.  
   
  Encounter 4A: 
  The “guards” in the second tower reveal 
  themselves to be Kalamar spies, trying to kill the 
  characters to keep them from alerting the Pekal 
  military. 
   
  Encounter 5: 
  The characters arrive back in Baneta, just in 
  time to see large ships arriving in the harbor. 
   
  Encounter 6: 
  The characters join the defenders on the docks, 
  looking to repel the Legionnaires and forestall 
  their attack. 
   
  Encounter 7: 
  A group of spies has broken the gate and is 
  defending it against the Town Guard. The army 
  is tying up the defenders near the walls, and the 
  soldiers are stretched thin across the city. If the 
  characters cannot shut the gate, the city may 
  well be lost! 
   
  Conclusion A: 
  If the characters defeated their enemies or 
  managed to close the gate in 10 rounds or less, 
  they receive this conclusion. 
   
  Conclusion B:  
  If the characters did not defeat their enemies or 
  manage to close the gate in 10 rounds or less, 
  they receive this conclusion. 
   
   
  INTRODUCTION 
  Summary: The characters are in Baneta, 
  wandering the town on their own business. 
  Rumors of the expected victory over Kalamar 
  are running wild through the streets, and nearly 
  every citizen expects the heroic sailors to town 
  at any time.  
   
   
  Baneta is unusually quiet today, as it has 
  been the past week. Seven days ago, the 
  Pekal Navy sent a massive armada into Elos 
  Bay. Rumors abound, but the most common 
  story is that Prince Kafen has finally given 
  orders to break the Kalamar-Basir blockade. 
  All the sailors who normally call Baneta 
  
  War 
  Living Kingdoms of Kalamar 
  3
  home have been called to duty, and for the 
  first time in years, members of the Army 
  outnumber their Naval compatriots in the 
  city. The sturdy piers in the Naval enclave 
  stand empty, save for a few vessels 
  undergoing major repair.  
   
  Unfortunately, the city is under heavy guard 
  right now, with foot patrols of Army and town 
  watchmen a common sight. That has had the 
  side-effect of rendering the job market for 
  adventurers, treasure-seekers, and truth-
  finders relatively dry. But the dice of the 
  Gods are always rolling, and your fortunes 
  may be about to change.  
   
  Have the characters roll a Gather Information 
  roll. They may use meta-org contacts, past 
  NPCs, or just random passers-by. Consult the 
  chart below for their result: 
  DC 
  Result 
  5 
  The sailors should be back any day 
  now! I can’t wait to hear about their 
  victory over Kalamar! 
   
  10 
  Sure, the town is quiet because the 
  sailors are gone, but it’s causing 
  problems in the economy; taverns are 
  losing money, and people who used off-
  duty sailors for extra help are suffering. 
   
  15 
  Some people have said that the navy 
  got a tip about problems at the 
  blockade. They’re hoping to wipeout a 
  good portion of the blockade in one big 
  fight! 
   
  20 
  The army has increased it’s presence in 
  the city the past few weeks. Probably 
  knew this big battle was coming. There 
  are more soldiers in the city than I have 
  ever seen. 
    
  25 
  With the lighthouses, we’re sure to have 
  advance notice of the ships coming 
  toward Baneta. There is a series of 
  small lighthouses down the coast that 
  the city uses to guide ships to harbor. 
   
  Characters may also use this time to move 
  through the city purchasing goods per campaign 
  rules. 
   
  Some characters may ask about specific groups 
  in and around Pekal. A few of these are included 
  below. Nothing of importance is learned of 
  groups that are not on the list below. 
   
  Naval Irregulars 
  Gather Information DC 15 
  The Naval Irregulars now sail out of another city, 
  after the Admiral chased them off. We haven’t 
  seen Corsairs in Baneta in at least a year. 
   
  Legion of the Waves 
  Gather Information DC 10 
  Most of the Legion went with the military. There 
  are a few still in Baneta, but they are either older 
  officers, or new recruits.  
   
  Once the characters have been introduced to 
  the scenario and the situation in Baneta, 
  continue to Encounter 1. 
   
   
  ENCOUNTER 1 
  A Job into Darkness 
   
  Summary: A local guild member is looking for 
  an escort to protect some military shipments. 
  With so many soldiers out of the city (on the 
  ships), the bulk of the remaining force is on full 
  duty shifts, and none of them can get away to 
  escort the carts.  
   
  A boy and girl run up to you wearing large 
  backpacks full of rolled parchment. The girl 
  smiles, awkwardly curtsies, then hands you 
  a piece of paper. The boy doffs his small hat, 
  and they turn to another person walking 
  down the street.  
   
  If the characters watch, this is repeated to 
  several people on the street, though not to any 
  soldiers, nobles, or people that are obviously 
  working (i.e. no merchants, cart drivers, etc.). 
   
  The paper reads: 
   
  Purse too light? Need some quick coin? 
  If you can handle a crossbow, you’re hired! 
  Apply in person to the House of Scales 
   
  Pay depends on reputation. 
   
  Chief Agent Tarimar, House of Scales 
   
  The House of Scales mentioned is the Baneta 
  office of the organization. Characters would 
  know that the House of Scales is something of a 
  business center for the Guilds of the city. 
  
  War 
  Living Kingdoms of Kalamar 
  4
  Working for them may never make one rich, but 
  pay is always respectable. 
   
  If the characters do not want to go on the 
  adventure, they may choose not to go to the 
  House of Scales and leave the table. 
   
  Characters who venture to the House of Scales 
  find a line near the front door. As they get into 
  line, they notice a few other interesting 
  individuals. Now is the time for character 
  introductions.  
   
  The 
  line 
  is 
  moving 
  quickly, 
  and 
  once 
  introductions are complete, the characters enter 
  the building. There are several people at small 
  desks with pens and paper. They appear to be 
  interviewing prospective employees.  
   
  The judge should impersonate one of these 
  functionaries. It can be the same NPC for each 
  player, but does not have to be – one NPC can 
  be an old man, one a young girl, another a 
  crusty old sailor (full of “Argh, matey!” and such 
  language). Essentially, this is the judge’s 
  opportunity to have some fun role-playing their 
  own creations during the adventure. 
   
  To conduct the interviews, first point to a 
  character. 
   
  “Your name?” 
   
  Make 
  some 
  motions 
  like 
  you’re 
  writing 
  something down on paper. 
   
  Continue this for a few questions. This is a role-
  playing encounter, but this part should not take 
  too long. Some suggestions are below. 
   
  “Nationality?” 
   
  “Are you a member of any Guilds?” 
   
  “Are you currently a wanted criminal?” 
   
   
  The final question should be: 
  “Can you shoot a crossbow, or failing that, 
  defend yourself against wild animals and/or 
  bandits?” 
   
   
  Once the judge has completed this process with 
  all the characters, read the following. 
   
  As each of you are interviewed, other 
  applicants leave the area through one of 
  three doors at the back of the hall. All the 
  applicants appear to be going through the 
  left and center doors. The interviewer stops 
  writing, pulls out a large seal, and slams it 
  into the paper. Without rising, the interviewer 
  hands you the paper and motions you 
  toward the right door, “Through there. 
  NEXT!”  
   
  A man inside the doorway looks at the 
  character’s papers to make sure they are in the 
  right place. The House of Scales is using the 
  “interviews” to determine what kind of jobs the 
  applicant is suited to perform. Because of their 
  skills, the characters have managed to get 
  placed 
  on 
  the 
  “difficult 
  and/or 
  important 
  assignment” list. If a character decides to go 
  through a door other than the right one (pun 
  intended), the person inside that door examines 
  their paper and directs them to the proper 
  location. 
   
  Once inside, continue. 
  A large table rests in front of you, chairs 
  around it. Ale and water are available in a 
  large pitcher, and several varieties of fruit 
  and cheeses rest on a silver platter. 
   
  From a door across the room, a tall 
  Kalamaran male enters. “Hello, my name is 
  Tarimar, the Chief Agent in Baneta. You 
  managed to impress our interviewer, and 
  consequently, we are prepared to make you 
  a very generous offer. 
   
  “We have a shipment of military goods that 
  need to be delivered to the lighthouses 
  Southeast of Baneta. Normally, sailors would 
  accompany these wagons, but we have 
  received word from the military that all 
  soldiers are on active duty until the fleet 
  returns. As such, our employee pool has 
  been effectively taken from us. At any rate, I 
  am willing to offer you 35 gp right now, and 
  [5 x ATL gp] more when you return. The trip 
  should take 3 days. The only dangers we 
  have record of on this route are the 
  occasional wild animal, and three robbery 
  attempts. So, what do you say?” 
   
  Tarimar is willing to answer questions, and 
  responds truthfully at all times (in case of Sense 
  Motive checks). Below are some questions and 
  
  War 
  Living Kingdoms of Kalamar 
  5
  answers to aid the judge in determining his 
  responses.  
   
  The information below is really about all Tarimar 
  is willing to discuss.  
   
  What would we have to do? 
  Escort one large wagon to two lighthouses. 
  One of you will have to guide the wagon 
  (Ride check). 
   
  What about more money? 
  I have offered you the standard rates. If you 
  perform very well, I’ll consider a bonus, 
  possibly even a retainer for your future 
  services?  
   
  Two lighthouses? 
  Yes, the first is located twelve miles south of 
  the city. The second is six miles beyond the 
  first. The first is near a major road, so it 
  should only take you about eight hours to 
  arrive. The second is near the point of land 
  where the Banader River reaches Elos Bay. 
  There is not a road through there, only a 
  rough path. Even with a lighter wagon, you 
  should expect at least six hours to reach the 
  Point Lighthouse. 
  The good news is that the soldiers in the 
  lighthouses are expected to feed you, and 
  should let you bunk in the common room or 
  the barn. At least you will have the 
  opportunity to sleep under shelter.  
   
  What is in the shipment? 
  Mainly food and clothing. There are some 
  tools and raw materials like lumber and 
  stone, in case the lighthouses need minor 
  repairs.  
   
  Why do they need to be protected?  
  Well, we do get our share of banditry south 
  of Baneta, what with Prompeldia only a few 
  days ride from here. There are also the 
  occasional wild animals we have to contend 
  with, we even had a manticore attack last 
  year. Plus, these are military shipments. I 
  think they have some kind of rules about this 
  kind of thing. 
   
  What about “X” Guild? 
  Well, the House of Scales is currently acting 
  to support all the guilds of the city, 
  especially since there are so few extra 
  workers around these days. 
   
  I cannot believe that “X” guild would let you do 
  that! 
  Well, some guilds may not need our help – 
  The Bakers Guild, for example, has not 
  notified us of any unfulfilled contracts. But 
  you must also realize that many guilds take 
  contract business so competitors cannot 
  have it. In these cases, the guildmembers are 
  not losing their pay or employment by 
  having 
  temporary 
  workers 
  – 
  such 
  as 
  yourselves – providing some extra help. 
  After all, the guilds are primarily concerned 
  with ensuring their members are cared for, 
  and they maintain an absolute grip on their 
  particular industry. As long as those details 
  are seen to, they tend to ignore trifles such 
  as temporary help.  
   
  Why are there so few extra workers? 
  Well, a large part of our temporary workforce 
  – people used on jobs like I would like to hire 
  you to complete – are sailors who work while 
  in port to make some extra money. We did 
  not have any idea that Admiral Ruwasan was 
  going to send the entire fleet into battle. 
  At first, we thought we could just hire the 
  soldiers coming into town, but the Army did 
  not approve our request. We just found out 
  yesterday, hence the flyers being distributed 
  throughout the city. 
   
  What do you get out of this arrangement? 
  I assume we take a percentage of the 
  contract value relating to this delivery.  
   
  What is that percentage?  
  I really cannot say, I do not work in that 
  department, located in Bet Rogala.  
   
  Why 
  isn’t 
  the 
  military 
  escorting 
  these 
  shipments?  
  Truthfully, I am not sure. I could hazard a 
  guess – perhaps outfitting a guard, wagon, 
  and horse team for the shipment is too much 
  for them on a regular basis? Maybe they 
  have an agreement with the Porters and 
  Longshoremen, or Mayor B’Pareso, or even 
  the Bardic College for that matter.  
   
  This seems like quite a bit of money to pay for 
  such a simple job.  
  Actually, the amount we are willing to pay 
  you is based on two criteria: 1) your 
  experience and reputation, and 2) the value 
  of the entire contract to the guild in question. 
   
  
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  Living Kingdoms of Kalamar 
  6
  I would surmise that this guild highly values 
  this contract. They know that having all the 
  sailors 
  away 
  from 
  Baneta 
  is 
  a 
  rare 
  occurrence, so these rates are likely a one-
  time cost. Quite simply, they are willing to 
  pay because it ensures they keep the 
  contract, and the cost to them is less than 
  any 
  potential 
  penalty 
  clauses 
  for 
  late 
  deliveries.  
   
  Why did you choose us/why did we come 
  through the right door? 
  Everyone else interviewed before you was 
  unfit for this assignment – mainly vagrants 
  looking for quick money. They will get 
  assigned to menial tasks in the city. 
   
  Once the characters have finished asking 
  questions and accept the job, Tarimar gives 
  them 35 gp, and asks them to meet his 
  representative at the South Gate at 8am the 
  next morning. 
   
  When finished with Tarimar and the characters 
  leave on their journey, continue to Encounter 2. 
   
   
  ENCOUNTER 2 
  To Admire Order 
   
  Summary: Characters arrive at the first tower to 
  a chilly reception. They are asked quite a 
  number of questions (along with the caravan 
  leader) about their business.  
   
  The judge should determine who is driving the 
  cart. Steering the vehicle (2 horses) requires a 
  Ride check DC 10.  
   
  Travel along the southern road passes 
  quickly. As the sun finally reaches the 
  horizon, your destination emerges from a 
  haze near the cliff edge. A 40-foot stone 
  tower stands against the sky, encircled by a 
  wall with a large wooden gate. 
   
  See Appendix II for maps of the lighthouse. 
   
  The lighthouse is manned by six Pekal soldiers. 
  As the characters reach the gate, one  guard 
  enters the pulpit and orders them to stop. 
   
  “Halt your vehicle, good masters. Please 
  declare yourselves and your cargo!” 
   
  Allow 
  the 
  characters 
  to 
  present 
  their 
  credentials in whatever manner they choose. 
  Until they provide evidence, like a cargo 
  manifest, the gate remains closed.  
   
  The guard, unfortunately, has been alerted 
  by his officers to interrogate anyone seeking 
  entry, so he questions the character intently, 
  trying to catch them in a falsehood. He 
  should be respectful at all times, but if the 
  characters refuse to answer, or become 
  belligerent, he simply reminds them that if 
  they are truly here to deliver goods, they 
  should not mind answering reasonable 
  questions to prove as much. He can even tell 
  them something like “Answer truthfully, and 
  everything will go smoothly." 
   
  Here are some sample questions: 
   
  Where did you begin your journey with this 
  wagon and goods? (Baneta) 
   
  What does the wagon contains? (Raw 
  materials, food, clothing, basic supplies) 
   
  Where are the weapons we ordered? (There 
  were not any weapons) 
   
  What guilds do you represent? (House of 
  Scales) 
   
  The judge is free to add questions as desired. 
   
  Once the characters have answered the guard’s 
  questions sufficiently, they are allowed to enter.  
   
  When they get inside, read the following: 
   
  Passing through the gate, several men 
  wearing chainmail stand near the door to a 
  small square building. Rising behind the 
  building is the lighthouse. The guard looks 
  down over the gate, “Move the wagon to the 
  barn, two men will come out to remove our 
  supplies.” 
   
  The door opens and another soldier, this one 
  wearing a large open-faced helm, walks 
  toward 
  you. 
  “Welcome 
  to 
  the 
  Pivot 
  Lighthouse, 
  I 
  am 
  Lieutenant 
  D’Tarnol, 
  commander of the soldiers here. I apologize 
  about the interrogation, but we received 
  orders that we are to be on high alert until we 
  see the fleet returning from the south. For 
  that reason, I must ask you to stay in the 
  
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  Living Kingdoms of Kalamar 
  7
  barn loft tonight. Food will be brought to you 
  in an hour. Will that be sufficient?” 
   
  The lieutenant is a “proper” soldier, insofar as he 
  tends to take his orders literally. As far as that 
  goes, he currently considers any subject not 
  directly related to the wagon or the delivery to be 
  confidential, especially regarding his soldiers 
  and the lighthouse. He is very polite, but nothing 
  short of magic can compel him to act against his 
  orders. If asked, he believes the other lighthouse 
  received the same orders, so warns the 
  characters 
  they 
  should 
  anticipate 
  similar 
  treatment.  
   
  Any characters with military training (meta-orgs), 
  5 ranks in Knowledge (art of war, military 
  logistics, military tactics, military training), or 
  succeed at a Wisdom check DC 12 realize that 
  the officer is probably following orders, and not 
  just trying to be difficult for its own sake.  
   
  The characters may watch the men removing 
  the supplies, and the lieutenant insists on 
  signing the cargo manifest indicating that he 
  received the allotted amount for his lighthouse. 
  The two men work quickly, and the wagon 
  supplies are unloaded in under an hour.  
   
  Soon after the wagon is unloaded, a large stew 
  pot, bowls, and utensils are brought out by a pair 
  of soldiers. One of them carries the food, while 
  the other walks behind, hand hovering near his 
  longsword. They are also given instructions not 
  to enter the lighthouse building during the night, 
  except in the case of emergency (i.e. the barn 
  catches fire). They are free to move about the 
  barn and the courtyard, but the lighthouse is 
  locked from the inside. Obviously, anyone 
  attempting to break or sneak in is going to be in 
  for a rough time as they are captured and 
  immediately 
  sent 
  back 
  to 
  Baneta 
  for 
  interrogation. (The character is out of the 
  adventure, and uses a Non-Adventuring Activity 
  in jail).  
   
  If the characters ask, they do notice the 
  lighthouse has a large cap on a tall stone at the 
  top of the building. When the sun sets, this cap 
  is lifted on one edge and begins slowly spinning. 
  This causes the light beam to only be visible 
  from one angle every few seconds. 
   
  The characters, if not already awake the next 
  morning, are greeted with a breakfast of eggs 
  and bacon, as well as a request to leave as 
  soon as possible.  
   
  If the characters wish, they may leave the tower 
  before resting to sleep in the wilderness.  
   
  When the characters finally begin their journey 
  to the Point Lighthouse, continue to Encounter 
  3. 
   
   
  ENCOUNTER 3 
  True Seeing 
   
  Summary: Characters arrive at the second 
  tower to a warmer reception. The guards at this 
  tower seem to be friendlier than those in the 
  previous encounter.  
   
  The road, if it can be called that, to the Point 
  Lighthouse is really more of a rough path. 
  Full of ruts, dips, and bumps, the dirt track 
  leading toward your destination leaves much 
  to be desired. The only good thing to come 
  of it is the amount of noise your small 
  caravan makes is sure to scare away the 
  more skittish animals.  
   
  After several hours, the tower of the 
  lighthouse comes into view. Even against the 
  sunlight, you can see the bright emanation 
  from a large glowing stone at the top of the 
  lighthouse.  
   
  When the characters pull their wagon to the 
  gate, they get the familiar: 
  “Halt your vehicle, good masters. Please 
  declare yourselves and your cargo!” 
   
  Unlike the last tower, however, as soon as the 
  characters give a plausible story, the guard 
  allows them to enter, and has men un-bar the 
  gate. All of the guards are dressed the same as 
  those in the Pivot Lighthouse. 
   
  A young Kalamaran man is waiting in the middle 
  of the courtyard. 
   
  “Welcome to our lighthouse, friends. We 
  appreciate you coming along with our 
  supplies. I’m Captain Renton, in charge of 
  this scurvy crew. Pull the wagon over to the 
  barn and I’ll get the men to help you unload 
  it.” 
   
  
  War 
  Living Kingdoms of Kalamar 
  8
  At this time, all the guards in this tower are really 
  Kalamar spies. The real guards have been 
  killed.  
   
  Characters may note that this individual is a 
  captain rather than a lieutenant. Additionally, he 
  uses nautical terms on occasion, in the mistaken 
  belief that the Pekal guards were sailors or 
  marines, not soldiers.  
   
  He tries to be friendly, hoping to be rid of the 
  characters as soon as possible, while not 
  revealing any of the true plot. At this point, the 
  Kalamar Legionnaires have control of the Pekal 
  ships, and are nearing the mouth of the river. 
   
  Captain Renton talks with the characters asking 
  questions such as the following: 
   
  “What news from Baneta? We’ve been in the 
  field for a month now, and can’t wait to get 
  back!”  (just general information fishing) 
   
  “Oh, D’Tarnol? He’s an alright chap, just a bit 
  stuffy. What did you think about his 
  command style? (trying to gain trust) 
   
  “So, any word about the attack on the 
  blockade? We’ve been on high alert for a 
  while now. (he found the orders) 
    
  “I can’t believe Kalamar! You would think 
  they would just leave us alone – it’s been 
  over 100 years since we rebelled!” (trying to 
  gain trust) 
   
  “Oh, the cap on our light? Well, a couple of 
  my men were fixing it, and it unbalanced, fell 
  on one of them, and broke. The uninjured 
  man took the other to Baneta for care, and 
  we’re waiting on your supplies to fix the 
  cap!” 
   
  If asked why his men do not seem to be on as 
  much alert as the others, he simply says, “too 
  much work and no play!” as if indicating that 
  there isn’t anything to fear at the tower. If 
  pressed, he recounts the terrible fights they had 
  with the rats, birds, and insects that make the 
  point home, but so far, massive reinforcements 
  haven’t been necessary. He will not ignore or 
  belittle them, but he will try to change the 
  conversation, or at least turn it away from him 
  and his men.  
   
  Other characters may note that the Pivot tower 
  had five men, while he only has three. He 
  indicates that one of his men was badly hurt, 
  and had to be taken to Baneta for care two days 
  ago (see above).  
   
  Essentially, the spies’ plan is to greet everyone, 
  determine if they should be immediately killed, 
  or used for information.  
   
  Captain Renton and his men are supposed to be 
  portraying competent but fun-loving soldiers of 
  the Pekal Army.  
   
  After a time, the man atop the lighthouse calls 
  out and Captain Renton excuses himself. A few 
  minutes later, he asks if the characters would 
  like to see the fleet returning to Baneta.  
   
  Assuming they accept, continue below. If they 
  refuse, continue to the section marked Poison. 
   
  The small building consists of a kitchen, 
  small workshop, and several bunk beds. One 
  door in the back leads to a small bedroom, 
  likely the officer’s quarters, while the other 
  door is open to a flight of stairs.  
   
  The stairs go up 10 feet then begin to spiral 
  around the inside of the lighthouse. After 
  climbing another 30 feet, the stairs end at the 
  top of the platform. A large glowing stone 
  rests in the center of the platform. Captain 
  Renton hands you a spyglass and points 
  toward Elos Bay and several small ships in 
  the distance, still about a day away from 
  Baneta. Farther down the river, you see a 
  broad beam of light sweep around, obviously 
  from the Pivot Lighthouse.  
   
  Characters looking through the spyglass see six 
  warships sailing toward the river flying the flag of 
  Pekal. Any characters with military training 
  (through meta-org membership), 5 ranks in 
  Knowledge (art of war, military logistics, 
  military tactics, military training), may attempt 
  a check (meta-org check is Intelligence) DC 15. 
  If successful, the character thinks something is 
  wrong with the way the ships are sailing. If 
  asked, Renton looks through the spyglass, then 
  states it seems like several of the sails are 
  damaged. That is true (part of the illusion) but 
  the real reason for the awkward sailing is that 
  the Kalamar sailor onboard are still not 
  intimately familiar with the design or rigging.  
   
  
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  Living Kingdoms of Kalamar 
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  If the result is DC 20, then the character realizes 
  that the fleet is sailing toward harbor in a spread 
  formation, as if ready for a battle, not returning 
  home. Renton also agrees, though has no 
  explanation for this.  
   
  The ships are too far away for the characters to 
  get a Will save to disbelieve the illusion.  
   
  Also have the characters using the spyglass 
  make Spot checks. The highest result notices a 
  large group of man-sized shapes moving near 
  the coast a few miles south of the Lighthouse. 
  The fading sun causes faint glints and glimmers 
  on the creatures. It also appears that there are 
  at least four small ships, maybe more, anchored 
  in the waters near the coast.  
   
  The check for the ships and the army happen at 
  the same time.  
   
  Depending on the character’s reaction, Renton 
  may order his men to attack on the top of the 
  lighthouse.  
   
  Either way, the combat occurs in Encounter 4.  
   
   
  ENCOUNTER 4 
  True Colors 
   
  Summary: The “guards” in the second tower 
  reveal themselves to be Kalamar spies, trying to 
  kill the characters to keep them from alerting the 
  Pekal military. 
   
  Several things may happen when the Kalamar 
  squads are found moving up the coast toward 
  the tower.  
   
  1. The characters warn Renton; he seems a bit 
  disgusted with himself, then orders his men to 
  attack. This attack happens on top of the 
  lighthouse. 
   
  2. The characters do not notify Renton, but retire 
  to the barn to discuss what they’ve found. If they 
  stay more than one hour, Renton attacks them 
  in the barn. If this happens, the two legionnaires 
  stand to either side of the door, and Renton 
  stands 20 feet away. He begins calling for the 
  characters, screaming that attackers are nearly 
  at the gates. When the characters exit the barn, 
  they are attacked. Renton charges into combat 
  at the first opportunity.  
   
  3. The characters try to leave or escape the 
  situation. Renton readily agrees, but when the 
  wagon and horses are in front of the gate, his 
  men attack. 
   
  4. Something else causing the judge to 
  improvise the beginning of the battle. 
   
  Remember, these legionnaires are well-trained, 
  and work well with each other.  
   
  The basic situation is that unless the characters 
  can all teleport away, Renton either: 1) believes 
  he has learned all they know, or 2) believes they 
  have discovered some clue about the truth 
  behind his men. Either way, they have to die. 
   
  ATL 1 (EL 3) 
  Kalamar Legionnaire Ftr1 x2 
  Renton Ftr1 
   
  ATL 3 (EL 5) 
  Kalamar Legionnaire Ftr1 x2 
  Renton Ftr 3 
   
  ATL 5 (EL 8) 
  Kalamar Legionnaire Ftr4 x2 
  Renton Ftr6 
   
  ATL 7 (EL 10) 
  Kalamar Legionnaire Ftr6 x2 
  Renton Ftr8 
   
  ATL 9 (EL 12) 
  Kalamar Legionnaire Ftr8 x2 
  Renton Ftr10 
   
  If they win the fight, the characters must now 
  choose how to proceed.  
   
  If they search the area, they find a pit in the back 
  of the barn under hay and stacks of boxes. The 
  pit contains the following in large waterproof 
  sacks: 
   
  Breastplate armor x3 
  Gasum (spear) x2 (Renton had his in his glove) 
  Light metal shield x3 
  Thin pilum x9 
  Tak’livek (dagger) x3 
   
  The shields carry the emblem of the Kalamar 
  Legions.  
   
   
   
  
  War 
  Living Kingdoms of Kalamar 
  10
  Also inside one of the packs is a thick 
  parchment, meticulously folded into a neat 
  square. Opening it reveals several dates, going 
  back several weeks. The most recent date is a 
  little over a week ago, coincidentally the same 
  as when the Armanda left Baneta. There is also 
  a hand-written note at the bottom, “Solid for 
  success”  
   
  This refers to the lighthouse beam, which has 
  been solid for the past few days.  
   
  A Track or Heal check DC 20 find small blood 
  droplets inside the tower, near some of the 
  bunks. Search DC 25 also finds this evidence. 
  The blood appears to be about one week old.  
   
  Any character remembering the army goes to 
  the top of the lighthouse. Spot DC 20 + ATL to 
  see them moving directly toward the lighthouse, 
  about three miles away at the end of the battle. 
  There are roughly two hundred people, all in 
  armor similar to what was hidden in the barn. 
   
  The characters should decide to either send a 
  message to Baneta, and hopefully ride back as 
  well. The rest of this adventure assumes the 
  characters arrive back at Baneta.  
   
  The exact details of the trip back are not 
  specific, nor are they important. The only item of 
  note is that if the characters try to rouse the 
  guards of the Pivot Lighthouse, they arrive to 
  find the gate locked. If they gain entrance, they 
  discover the guards’ lifeless bodies in various 
  poses around the interior of the tower. Heal 
  check DC 15 reveals they died from poison. It is 
  uncertain 
  if 
  the 
  characters 
  delivered 
  the 
  poisoned food or not – some of the boxes they 
  delivered have been opened, but it’s difficult to 
  tell if the soldiers ate the food, or just moved it 
  about to see what was included.  
   
  Nobody else has been inside the lighthouse 
  since the characters left the previous day.  
    
  If the characters continue to flounder, it is 
  acceptable to have a ranger or military scout 
  encounter their party. When speaking with them, 
  the NPC should recommend the characters 
  return to the city.  
   
  When the characters finally turn toward Baneta, 
  continue to Encounter 5. 
   
   
  ENCOUNTER 5 
  Unwelcome Arrival 
   
  Summary: The characters arrive back in 
  Baneta, just in time to see large ships arriving in 
  the harbor. 
   
  Cheers and sounds of celebration echo from 
  inside the gate to Baneta. It seems that a 
  party started a few hours ago, and all the 
  citizens are enjoying themselves. Even the 
  soldiers guarding the gate seem to be in high 
  spirits.  
   
  If asked what is happening, the characters are 
  told that “the lighthouses sent word an hour ago 
  that the fleet is returning victorious!” 
   
  Obviously, there is something wrong, though 
  nobody really knows where the rumor started, or 
  who received the message.  
   
  The most effective thing the characters can do is 
  to find an important NPC in the city and 
  convince them about the impending attack.  
   
  Here is a list of potential NPCs: 
  Admiral Ruwasan, Pekal Navy 
  Commander Ytuma Ildat, Legion of the Waves 
  Kanimo B’Pareso, Mayor 
  Captain Nutiro Sacren, Town Guard 
  General Tawen Favido, Pekal Army 
   
  Any of these individuals can give the orders to 
  seal the city and declare a military emergency.  
   
  Directions to their offices are easy, but getting in 
  is harder. The characters must either have 
  favors they are willing to burn, or try their hand 
  at Diplomacy or Intimidate checks.  
   
  The characters have to pass two functionaries 
  before they see the main NPC. To get past 
  these NPCs, they must either spend two favors 
  (total, not two per character), or make two 
  Diplomacy or Intimidate checks DC 12 + ATL 
  in a row (from different characters, no aiding). 
   
  If the favors are used, they are voided.  
   
  Eventually, the characters should get through 
  the functionaries to speak with the main NPC. 
  These people are all the masters of their own 
  fiefdoms, and do not have time to put up with 
  nonsense 
  or 
  disrespectful 
  people. 
  The 
  characters’ best bet is to present a concise 
  
  War 
  Living Kingdoms of Kalamar 
  11
  report in a respectful manner. In this event, the 
  characters must convince the NPC about the 
  attack. There are no dice rolls for this discussion 
  – the players are responsible for making a 
  convincing argument.  
   
  The most important pieces of evidence are: 
  1.  The sets of Kalamar Legionnaire equipment 
  found in the barn 
  2.  The parchment with the dates 
  3.  The spies who attacked them at the Point 
  Lighthouse 
  4.  The cover at the lighthouse was broken to 
  emit a solid stream of light 
  5.  The army landing just south of the lighthouse, 
  moving toward the city 
  6.  The behavior of the ships sailing toward 
  Baneta 
   
  The NPC recognizes that the dates correspond 
  to certain intelligence operations conducted by 
  Pekal operatives. Additionally, he realizes that 
  the ships are acting strangely. Those two facts, 
  along with the rest of the evidence, is very 
  suspicious.  
   
  When convinced, the NPC calls in subordinates 
  and issues orders to close the city and activate 
  all the military personnel within the walls. The 
  people all streak out of the office on their 
  assigned routes. The characters are shown to a 
  small study to wait on the NPC.  
   
  Several minutes pass as you wait for some 
  word on the situation. The doors are thrown 
  open and [NPC] strides in. “Looks like you 
  were right! Some of our wizards have 
  detected powerful illusions on the ships 
  headed for the docks. In addition, we just 
  received word from our scouts that a large 
  force of Legionnaires is massing outside the 
  walls. We need your help. While I have no 
  doubt in our military forces, you have proven 
  your loyalty to Pekal! However, I know that 
  some of you may feel more warmth from coin 
  than the love of this land. Help us defend this 
  city from the Legions, and you shall be able 
  to choose from the most valuable rewards in 
  this city. 
   
  If the characters agree… 
   
  Excellent, I am glad to hear it! My reports tell 
  me that the walls are well-defended, but the 
  docks could use more support. Report down 
  there and help keep these Kalamar dogs out 
  of our city! 
   
   
  ENCOUNTER 6 
  Dock Defense 
  Summary: The characters join the defenders on 
  the docks, looking to repel the Legionnaires and 
  forestall their attack.  
   
  Soldiers run through the streets, and citizens 
  scramble to stay out of their way. The cheers 
  you heard earlier have been replaced with 
  sobs and curses.  
   
  The docks are at the end of the main street, 
  and you can see the large warships closing 
  on the docks. The heavy twang of a ballista 
  erupts from the docks, and a large wooden 
  bolt flies at the lead ship. A crash sounds as 
  the bolt hits the wooden hull, then bounces 
  off.  
   
  More ballista fire at the ships, but their 
  ammunition continues to deflect harmlessly 
  into the water.  
   
  As the first ship reaches the pier, you can 
  clearly see sailors working the lines to bring 
  the ship into harbor. Before your eyes, a 
  shimmering takes place, and instead of 
  sailors, you see the thick helms and heavy 
  armor of Kalamar Legionnaire lining the rails.  
   
  An older sergeant jogs in front of you 
  screaming orders to his men. Pausing in 
  front of your group, “Volunteers?! Push the 
  enemy back into the river!”  
   
  The magic concealing the ship has been 
  dispelled, along with the spells protecting the 
  ship from ranged attacks.  
   
  The characters just have to essentially move 
  down the pier, fighting to push the Legionnaires 
  back to their ship.  
   
  The characters and legionnaires begin as 
  indicated on the map. The battle is over after 
  one side or the other has either 1) everyone 
  down (incapacitated or dying) or 2) retreated 
  past the indicated line.  
   
  Once the battle is over, proceed directly to 
  Encounter 7. 
   
  
  War 
  Living Kingdoms of Kalamar 
  12
  ATL 1 (EL 3) 
  Kalamaran Legionnaire Ftr1x4 
   
  ATL 3 (EL 5) 
  Kalamaran Legionnaire Ftr2 x4 
   
  ATL 5 (EL 8) 
  Kalamaran Legionnaire Ftr4 x4 
   
  ATL 7 (EL 10) 
  Kalamaran Legionnaire Ftr6 x4 
   
  ATL 9 (EL 12) 
  Kalamaran Legionnaire Ftr8 x4 
   
   
   
  ENCOUNTER 7 
  A Desperate Road 
   
  Summary: A group of spies has broken the gate 
  and is defending it against the Town Guard. The 
  army is tying up the defenders near the walls, 
  and the soldiers are stretched thin across the 
  city. If the characters cannot shut the gate, the 
  city may well be lost!  
   
  The judge should roll a d6: 
   
  1-2  
  Main Gate 
  3-4 
  Southern Gate 
  5-6 
  River Gate 
   
  Use this below when the soldiers provide their 
  orders. 
   
  A group of soldiers rushes by you, intent on 
  finishing the work you started. It seems the 
  reinforcements have been called to the front 
  as fresh men leap into the fray, pushing the 
  Legionnaires back toward their ships.  
   
  Two soldiers run up and stop beside you. 
  Saluting, “The General’s compliments! He 
  requests your assistance near the [insert 
  random gate from above], several groups of 
  sympathizers have jammed the hinges, and 
  now hold it for their Kalamaran allies. Please 
  follow us!” Turning, the two soldiers run off 
  toward the gate 
   
  Characters may choose to cast some spells on 
  the way to the gate. They may also grab nearby 
  horses, weapons (all mundane), etc as they go.  
   
  When they reach the gate, read below: 
   
  The streets around the gate are a horrible 
  scene. Dead bodies lie strewn about as 
  several wounded guards cluster together 
  near one of the hinges, surrounded by a 
  large group of assailants.  
   
   
  ATL 1 (EL 2) 
  Kalamar sympathizer Com1 x6 
   
  ATL 3 (EL 5) 
  Kalamar sympathizer Com2 x6 
   
  ATL 5 (EL 7) 
  Kalamar sympathizer Com3 x8 
   
  ATL 7 (EL 9) 
  Kalamar sympathizer Com4 x8 
   
  ATL 9 (EL 11) 
  Kalamar sympathizer Com5 x8 
   
  There are two ways for the characters to defeat 
  this encounter. They can either 1) defeat all the 
  enemies, or 2) fix the hinges. The judge can tell 
  the players that either of those options should be 
  enough to deal with the threat 
   
  To fix the hinges, a Disable Device check DC 
  18 + ATL is needed to successfully close the 
  gate.  
   
  If the judge thinks the characters have defeated 
  these enemies in a very short period of time 
  (less than 3 rounds is suggested), another group 
  of commoners may enter from the side of the 
  map. This is known as a “wave” encounter; 
  essentially, the enemies keep coming until 
  defeated.  
   
  Some important points about this optional 
  encounter – DO NOT use these additional 
  enemies to kill the characters. If they defeat the 
  first group, they have completed the objective, 
  and they should not be punished. That said, the 
  purpose of this encounter is for them to 
  experience a “close call” in a very chaotic battle 
  at the gate to the city. Try to make sure the 
  players are concerned for their character’s 
  safety, and getting some of them close to death 
  without actually killing this is quite acceptable. 
  This is the time for heroic characters to truly rise 
  to the occasion. Make sure the players have fun, 
  but it is absolutely acceptable to make them 
  sweat a bit! 
  
  War 
  Living Kingdoms of Kalamar 
  13
   
  Also note that at ATL 5 and up the commoners 
  have improved grapple. They should not pose a 
  real threat to the characters, unless they 
  manage to grapple somebody, at which point 
  they gang up on him until he is unconscious or 
  rescued.  
   
  If the battle ends in 10 or fewer rounds, the 
  characters receive Conclusion A. 
   
  If the battle continues for more than 10 rounds, 
  the characters receive Conclusion B. 
   
   
  CONCLUSION A 
  Summary: If the characters defeated their 
  enemies or managed to close the gate in 10 
  rounds or less, they receive this conclusion. 
   
  The gate slams shut as a large force of 
  Kalamar Legionnaires sprints toward the 
  closing portal. The city is safe, for now.  
   
   
  CONCLUSION B 
  Summary: If the characters did not defeat their 
  enemies or manage to close the gate in 10 
  rounds or less, they receive this conclusion. 
   
  A large cohort of Legionnaires comes into 
  view from around the wall, and seeing the 
  open gate, break into a sprint toward your 
  position. The men around you retreat, calling 
  for you to follow. All around, a large force of 
  marines slam into the Legionnaire formation, 
  giving you a chance to regroup with your 
  companions. But the truth is clear. The city 
  has been breached, and its enemies flow into 
  its heart. Baneta may once again soon be 
  under the control of the Kalamar Empire.  
   
   
  Regardless of which conclusion the characters 
  receive, the NPC they spoke with earlier offers 
  them a chance to peruse the City Treasury, and 
  select an item for a small donation to defense of 
  the city. Their reasoning is simple, providing 
  powerful items to defenders of the city is better 
  than letting it fall into the hands of the enemy.  
   
  The item must be selected sometime in the next 
  five adventures. If it is not chosen immediately 
  after this event or the Battle Interactive at 
  Origins, it also requires one Non-Adventuring 
  Activity.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  War 
  Living Kingdoms of Kalamar 
  14
  Awards 
   
  TREASURE 
  This is where treasure is listed. Items that have been stripped off bodies will be listed at prices for which 
  they may be sold. Treasure is broken down by Encounter to aid the judge in determining if characters are 
  awarded specific items. The amount may be more or less than what is listed in the PHB as the economy 
  may fluctuate. 
   
   
  Encounter 1:  
  35 gp (per character) 
  Encounter 4:  
  Breastplate x3, spear x3, light metal shield x3,  thin pilum x9,  dagger x3;  
  Conclusion A:  “War” certificate, “Baneta Treasury” certificate 
  or 
  Conclusion B: “War” certificate, “Baneta Treasury” certificate 
   
  Due to the chaos around the battles in the city, the characters cannot loot any corpses while in Baneta.  
   
  Tarimar cannot be found in the city. He may make an appearance later, depending on the results from 
  this adventure and the Battle Interactive. 
   
   
  OTHER AWARDS 
   
  War 
  The war between Pekal and Kalamar has begun. Its effects are going to be felt across Tellene, though 
  much more acutely within those lands. As a result of the war, everything has become more valuable. 
  Characters must now pay double the listed value for all goods; unfortunately, merchants are wary of large 
  inventory, so selling prices remain the same. This certificate can only be voided by the “End of the War” 
  certificate. 
   
  Baneta Treasury 
  For your efforts in defending the city from attack, you may make a small donation to the city’s defense 
  fund, and in return, gain the use of a powerful magic item. The weapon or armor chosen must be listed in 
  Core Rulebook I, II, or the Kingdoms of Kalamar Player’s Guide. They are considered standard magic 
  items, and are not made from special materials. This donation is not affected by the increase in value 
  from the ‘War’ certificate. 
   
  Item 
  Donation 
  Amulet of Natural Armor +1 
   
  1,000 gp 
  Bracers of Armor +2 
   
  1,000 gp 
  Quiver of Ehlonna 
   
  1,000 gp 
  +1 weapon (not double weapon)  
  1,100 gp 
  +1 armor or shield 
  1,100 gp 
  Brooch of Shielding 
  1,200 gp 
  Ring of Protection +1 
  1,200 gp 
  Metamagic Rod, Extend, lesser  
  2,000 gp 
  Wand of Magic Missiles (5th) 
  2,000 gp 
   
   
   
  
  War 
  Living Kingdoms of Kalamar 
  15
  Experience Points and Day Units 
   
  EXPERIENCE 
  CHARACTER LEVEL 
   
   
  1-4 
  5-9 
  Encounter 4:  Defeating the spies 
  75 xp 
  150 xp 
   
  Discovering the Kalamar Legion equipment 
  25 xp 
  50 xp 
   
  Discovering the blood 
  25 xp 
  50 xp 
   
  Determining that the handwritten note refers to the lighthouse 
  25 xp 
  50 xp 
   
  Encounter 5:  Per evidence (see list on page 11) provided 
  10 xp 
  20 xp 
   
  (Up to a total of 6 pieces of evidence – max xp shown) 
  (60 xp) 
  (120 xp) 
   
  Encounter 6: Defeating the Legionnaires on the docks 
  75 xp 
  150 xp 
   
  Encounter 7:  Either defeating the mob or closing the gate 
  75 xp 
  75 xp 
   
  BONUS: if both are completed before 10 rounds are finished 
  25 xp 
  50 xp 
   
   
   
  Discretionary Experience for Role Playing 
  115 xp  
  230 xp 
   
  Maximum Possible Experience 
  500 xp 
  1000 xp 
   
   
  
  War 
  Living Kingdoms of Kalamar 
  16
  Appendix I:  NPCs and Monsters 
   
  Encounter 4 
   
  All the NPCs in this Encounter have chainmail and shields, wearing longswords and daggers. Their 
  Legionnaire equipment is hidden in the barn.  
   
  ATL 1 (EL 3) 
  Kalamar Legionnaire Ftr1 x2 
  Male human (Kalamaran) Ftr1: Medium Humanoid (human); CR 1; HD 1d10+2; hp 8; Init +0; Spd 20 ft.; 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18; BAB/Grap +1/+3; Full Atk longsword +3 melee 
  (1d8+2;19-20/x2) or dagger +3 melee (1d4+2;19-20/x2); AL LN; SV Fort +4, Ref +0, Will +0; Str 14, Dex 
  10, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills & Feats: Knowledge (art of war) +3, Knowledge (military tactics) +3, Listen +3, Spot +3. Power 
  attack, shield specialization, weapon focus (gasum). 
   
  Possessions: Chainmail, longsword, light metal shield, dagger. 
   
  Renton Ftr1 
  Male human (Kalamaran) Ftr1: Medium Humanoid (human); CR 1; HD 1d10+2; hp 10; Init +1; Spd 20 ft.; 
  AC 19 (+5 armor, +3 shield, +1 Dex), touch 11, flat-footed 18; BAB/Grap +1/+3; Full Atk longsword +3 
  melee (1d8+2;19-20/x2) or dagger +3 melee (1d4+2;19-20/x2); AL LN; SV Fort +4, Ref +1, Will +0; Str 
  14, Dex 12, Con 14, Int 10, Wis 10, Cha 14. 
   
  Skills & Feats: Knowledge (art of war) +3, Knowledge (military tactics) +3, Listen +3, Spot +3. Power 
  attack, shield specialization, weapon focus (gasum). 
   
  Possessions: Chainmail, longsword, light metal shield, dagger. 
   
  ATL 3 (EL 5) 
  Kalamar Legionnaire Ftr1 x2 
  Male human (Kalamaran) Ftr1: Medium Humanoid (human); CR 1; HD 1d10+2; hp 8; Init +0; Spd 20 ft.; 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18; BAB/Grap +1/+3; Full Atk longsword +3 melee 
  (1d8+2;19-20/x2) or dagger +3 melee (1d4+2;19-20/x2); AL LN; SV Fort +4, Ref +0, Will +0; Str 14, Dex 
  10, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills & Feats: Knowledge (art of war) +3, Knowledge (military tactics) +3, Listen +3, Spot +3. Power 
  attack, shield specialization, weapon focus (gasum). 
   
  Possessions: Chainmail, longsword, light metal shield, dagger. 
   
  Renton Ftr 3 
  Male human (Kalamaran) Ftr3: Medium Humanoid (human); CR 3; HD 3d10+6; hp 24; Init +1; Spd 20 ft.; 
  AC 19 (+5 armor, +3 shield, +1 Dex), touch 11, flat-footed 18; BAB/Grap +3/+5; Full Atk longsword +5 
  melee (1d8+2;19-20/x2) or dagger +5 melee (1d4+2;19-20/x2); AL LN; SV Fort +5, Ref +2, Will +1; Str 
  15, Dex 12, Con 14, Int 10, Wis 10, Cha 14. 
   
  Skills & Feats: Knowledge (art of war) +5, Knowledge (military tactics) +5, Listen +4, Spot +4. Blinding 
  shield, cleave, power attack, shield specialization, weapon focus (gasum). 
   
  Possessions: Chainmail, longsword, light metal shield, dagger. 
   
   
   
  
  War 
  Living Kingdoms of Kalamar 
  17
  ATL 5 (EL 8) 
  Kalamar Legionnaire Ftr4 x2 
  Male human (Kalamaran) Ftr4: Medium Humanoid (human); CR 4; HD 4d10+8; hp 32; Init +0; Spd 20 ft.; 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18; BAB/Grap +5/+7; Full Atk longsword +7 melee 
  (1d8+2;19-20/x2) or dagger +7 melee (1d4+2;19-20/x2); AL LN; SV Fort +6, Ref +1, Will +1; Str 15, Dex 
  10, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills & Feats: Knowledge (art of war) +6, Knowledge (military tactics) +6, Listen +5, Spot +4. Blinding 
  shield, cleave, power attack, shield specialization, weapon specialization (gasum), weapon focus 
  (gasum). 
   
  Possessions: Chainmail, longsword, light metal shield, dagger. 
   
  Renton Ftr6 
  Male human (Kalamaran) Ftr6: Medium Humanoid (human); CR 6; HD 6d10+12; hp 50; Init +1; Spd 20 
  ft.; AC 19 (+5 armor, +3 shield, +1 Dex), touch 11, flat-footed 18; BAB/Grap +6/+8; Full Atk longsword 
  +8/+3 melee (1d8+2;19-20/x2) or dagger +8/+3 melee (1d4+2;19-20/x2); AL LN; SV Fort +7, Ref +3, Will 
  +2; Str 15, Dex 12, Con 14, Int 10, Wis 10, Cha 14. 
   
  Skills & Feats: Knowledge (art of war) +8, Knowledge (military tactics) +8, Listen +7, Spot +6. Blinding 
  shield, cleave, combat reflexes, fearless, power attack, shield specialization, weapon specialization 
  (gasum), weapon focus (gasum). 
   
  ATL 7 (EL 10) 
  Kalamar Legionnaire Ftr6 x2 
  Male human (Kalamaran) Ftr6: Medium Humanoid (human); CR 6; HD 6d10+12; hp 50; Init +0; Spd 20 
  ft.; AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18; BAB/Grap +6/+8; Full Atk longsword +8/+3 
  melee (1d8+2;19-20/x2) or dagger +8/+3 melee (1d4+2;19-20/x2); AL LN; SV Fort +7, Ref +2, Will +2; Str 
  15, Dex 10, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills & Feats: Knowledge (art of war) +8, Knowledge (military tactics) +8, Listen +7, Spot +6. Blinding 
  shield, cleave, combat reflexes, fearless, power attack, shield specialization, weapon specialization 
  (gasum), weapon focus (gasum). 
   
  Possessions: Chainmail, longsword, light metal shield, dagger. 
   
  Renton Ftr8 
  Male human (Kalamaran) Ftr8: Medium Humanoid (human); CR 8; HD 8d10+16; hp 62; Init +0; Spd 20 
  ft.; AC 19 (+5 armor, +3 shield, +1 Dex), touch 11, flat-footed 18; BAB/Grap +8/+11; Full Atk longsword 
  +11/+6 melee (1d8+3;19-20/x2) or dagger +11/+6 melee (1d4+3;19-20/x2); AL LN; SV Fort +8, Ref +3, 
  Will +2; Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 14. 
   
  Skills & Feats: Knowledge (art of war) +10, Knowledge (military tactics) +10, Listen +9, Spot +8. Blinding 
  shield, cleave, combat reflexes, fearless, improved critical (gasum), power attack, shield specialization, 
  weapon specialization (gasum), weapon focus (gasum). 
   
  ATL 9 (EL 12) 
  Kalamar Legionnaire Ftr8 x2 
  Male human (Kalamaran) Ftr8: Medium Humanoid (human); CR 8; HD 8d10+16; hp 62; Init +0; Spd 20 
  ft.; AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18; BAB/Grap +8/+11; Full Atk longsword +11/+6 
  melee (1d8+3;19-20/x2) or dagger +11/+6 melee (1d4+3;19-20/x2); AL LN; SV Fort +8, Ref +2, Will +2; 
  Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 14. 
   
  Skills & Feats: Knowledge (art of war) +8, Knowledge (military tactics) +8, Listen +7, Spot +6. Blinding 
  shield, cleave, combat reflexes, fearless, power attack, shield specialization, weapon specialization 
  (gasum), weapon focus (gasum). 
  
  War 
  Living Kingdoms of Kalamar 
  18
   
  Possessions: Chainmail, longsword, light metal shield, dagger. 
  Renton Ftr10 
  Male human (Kalamaran) Ftr10: Medium Humanoid (human); CR 10; HD 10d10+20; hp 80; Init +1; Spd 
  20 ft.; AC 19 (+5 armor, +3 shield, +1 Dex), touch 11, flat-footed 18; BAB/Grap +10/+13; Full Atk 
  longsword +13/+8 melee (1d8+3;19-20/x2) or dagger +13/+8 melee (1d4+3;19-20/x2); AL LN; SV Fort +9, 
  Ref +4, Will +3; Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 14. 
   
  Skills & Feats: Knowledge (art of war) +8, Knowledge (military tactics) +8, Listen +7, Spot +6. Blinding 
  shield, cleave, combat reflexes, fearless, leadership, power attack, shield specialization, superior weapon 
  focus (gasum), weapon specialization (gasum), weapon focus (gasum). 
   
  Possessions: Chainmail, longsword, light metal shield, dagger. 
   
   
  Encounter 6 
   
  ATL 1 (EL 3) 
  Kalamaran Legionnaire Ftr1x4 
  Male human (Kalamaran) Ftr1: Medium Humanoid (human); CR 1; HD 1d10+2; hp 8; Init +0; Spd 20 ft.; 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18; BAB/Grap +1/+3; Full Atk gasum +4 melee (1d8+2; 
  20/x2) or tak’livek +3 melee (1d4+2;19-20/x2) or thin pilum +1 ranged (1d6+2; x3); AL LN; SV Fort +4, 
  Ref +0, Will +0; Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills & Feats: Knowledge (art of war) +3, Knowledge (military tactics) +3, Listen +3, Spot +3. Power 
  attack, shield specialization, weapon focus (gasum). 
   
  Possessions: Breastplate, light metal shield, gasum, tak’livek, 3 thin pilum. 
   
  ATL 3 (EL 5) 
  Kalamaran Legionnaire Ftr2 x4 
  Male human (Kalamaran) Ftr2: Medium Humanoid (human); CR 2; HD 2d10+4; hp 14; Init +0; Spd 20 ft.; 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18; BAB/Grap +2/+4; Full Atk gasum +5 melee (1d8+2; 
  20/x2) or tak’livek +4 melee (1d4+2;19-20/x2) or thin pilum +2 ranged (1d6+2; x3); AL LN; SV Fort +5, 
  Ref +0, Will +0; Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills & Feats: Knowledge (art of war) +4, Knowledge (military tactics) +4, Listen +4, Spot +3. Cleave, 
  power attack, shield specialization, weapon focus (gasum). 
   
  Possessions: Breastplate, light metal shield, gasum, tak’livek, 3 thin pilum. 
   
  ATL 5 (EL 8) 
  Kalamaran Legionnaire Ftr4 x4 
  Male human (Kalamaran) Ftr4: Medium Humanoid (human); CR 4; HD 4d10+8; hp 32; Init +0; Spd 20 ft.; 
  AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18; BAB/Grap +5/+7; Full Atk gasum +8 melee (1d8+4; 
  20/x2) or dagger +7 melee (1d4+2;19-20/x2) or thin pilum +5 ranged (1d6+2/x3); AL LN; SV Fort +6, Ref 
  +1, Will +1; Str 15, Dex 10, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills & Feats: Knowledge (art of war) +6, Knowledge (military tactics) +6, Listen +5, Spot +4. Blinding 
  shield, cleave, power attack, shield specialization, weapon specialization (gasum), weapon focus 
  (gasum). 
   
  Possessions: Breastplate, light metal shield, gasum, tak’livek, 3 thin pilum. 
   
   
  
  War 
  Living Kingdoms of Kalamar 
  19
  ATL 7 (EL 10) 
  Kalamaran Legionnaire Ftr6 x4 
  Male human (Kalamaran) Ftr6: Medium Humanoid (human); CR 6; HD 6d10+12; hp 50; Init +0; Spd 20 
  ft.; AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18; BAB/Grap +6/+8; Full Atk gasum +9/+4 melee 
  (1d8+4; 20/x2) or dagger +8/+3 melee (1d4+2;19-20/x2) or thin pilum +6 (1d6+2/x3); AL LN; SV Fort +7, 
  Ref +2, Will +2; Str 15, Dex 10, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills & Feats: Knowledge (art of war) +8, Knowledge (military tactics) +8, Listen +7, Spot +6. Blinding 
  shield, cleave, combat reflexes, fearless, power attack, shield specialization, weapon specialization 
  (gasum), weapon focus (gasum). 
   
  Possessions: Breastplate, light metal shield, gasum, tak’livek, 3 thin pilum. 
   
  ATL 9 (EL 12) 
  Kalamaran Legionnaire Ftr8 x4 
  Male human (Kalamaran) Ftr8: Medium Humanoid (human); CR 8; HD 8d10+16; hp 62; Init +0; Spd 20 
  ft.; AC 18 (+5 armor, +3 shield), touch 10, flat-footed 18; BAB/Grap +8/+11; Full Atk gasum +12/+7 melee 
  (1d8+5;20/x2) or dagger +11/+6 melee (1d4+3;19-20/x2) or thin pilum +9 ranged (1d6+3/x3); AL LN; SV 
  Fort +8, Ref +2, Will +2; Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 14. 
   
  Skills & Feats: Knowledge (art of war) +8, Knowledge (military tactics) +8, Listen +7, Spot +6. Blinding 
  shield, cleave, combat reflexes, fearless, power attack, shield specialization, weapon specialization 
  (gasum), weapon focus (gasum). 
   
  Possessions: Breastplate, light metal shield, gasum, tak’livek, 3 thin pilum. 
   
   
  Encounter 7 
   
  ATL 1 (EL 2) 
  Kalamar sympathizer Com1 x6 
  Male human (Kalamaran) Com1: Medium Humanoid (human); CR 1/4; HD 1d4+1; hp 3; Init +1; Spd 30 
  ft.; AC 13 (+2 armor, +1 Dex), touch 11, flat-footed 12; BAB/Grap +0/+1; Full Atk club +1 melee (1d6+2; 
  20/x2); AL CN; SV Fort +1, Ref +1, Will +0; Str 13, Dex 12, Con 13, Int 9, Wis 10, Cha 8. 
   
  Skills & Feats: Hide +4, Listen +2, Spot +3. Dodge, improved unarmed strike. 
   
  Possessions: Leather armor, club. 
   
  ATL 3 (EL 5) 
  Kalamar sympathizer Com2 x6 
  Male human (Kalamaran) Com2: Medium Humanoid (human); CR 1/2; HD 2d4+2; hp 7; Init +1; Spd 30 
  ft.; AC 13 (+2 armor, +1 Dex), touch 11, flat-footed 12; BAB/Grap +1/+2; Full Atk club +2 melee (1d6+2; 
  20/x2); AL CN; SV Fort +1, Ref +1, Will +0; Str 13, Dex 12, Con 13, Int 9, Wis 10, Cha 8. 
   
  Skills & Feats: Hide +4, Listen +4, Spot +4. Dodge, improved unarmed strike. 
   
  Possessions: Leather armor, club. 
   
  ATL 5 (EL 7) 
  Kalamar sympathizer Com3 x8 
  Male human (Kalamaran) Com3: Medium Humanoid (human); CR 1; HD 3d4+3; hp 11; Init +1; Spd 30 ft.; 
  AC 13 (+2 armor, +1 Dex), touch 11, flat-footed 12; BAB/Grap +1/+6; Full Atk club +2 melee (1d6+2; 
  20/x2); AL CN; SV Fort +2, Ref +2, Will +1; Str 13, Dex 12, Con 13, Int 9, Wis 10, Cha 8. 
   
  
  War 
  Living Kingdoms of Kalamar 
  20
  Skills & Feats: Hide +5, Listen +5, Spot +5. Dodge, improved unarmed strike, improved grapple. 
   
  Possessions: Leather armor, club. 
   
  ATL 7 (EL 9) 
  Kalamar sympathizer Com4 x8 
  Male human (Kalamaran) Com4: Medium Humanoid (human); CR 1; HD 4d4+4; hp 15; Init +1; Spd 30 ft.; 
  AC 13 (+2 armor, +1 Dex), touch 11, flat-footed 12; BAB/Grap +2/+7; Full Atk club +3 melee (1d6+2; 
  20/x2); AL CN; SV Fort +2, Ref +2, Will +1; Str 13, Dex 12, Con 13, Int 9, Wis 10, Cha 8. 
   
  Skills & Feats: Hide +6, Listen +6, Spot +6. Dodge, improved unarmed strike, improved grapple. 
   
  Possessions: Leather armor, club. 
   
  ATL 9 (EL 11) 
  Kalamar sympathizer Com5 x8 
  Male human (Kalamaran) Com5: Medium Humanoid (human); CR 2; HD 5d4+5; hp 19; Init +1; Spd 30 ft.; 
  AC 13 (+2 armor, +1 Dex), touch 11, flat-footed 12; BAB/Grap +2/+7; Full Atk club +3 melee (1d6+2; 
  20/x2); AL CN; SV Fort +2, Ref +2, Will +1; Str 13, Dex 12, Con 13, Int 9, Wis 10, Cha 8. 
   
  Skills & Feats: Hide +7, Listen +7, Spot +7. Dodge, improved unarmed strike, improved grapple. 
   
  Possessions: Leather armor, club. 
  
  War 
  Living Kingdoms of Kalamar 
  21
  Appendix II: Additional Rules 
   
  KALAMARAN LEGIONNAIRE 
  FIGHTER TEMPLATE 
   
  This template describes a progression for a character following the training practices of the Kalamar 
  Legions. The typical conscript is a Kalamaran male, in his mid-teens. Non-humans are not included in this 
  training. Those of elven blood are trained as scouts, while those of monstrous blood (including orcs and 
  hobgoblins) are trained as shock troops.  
   
  The feats are required training in the legions, and each recruit is trained in the same manner and method 
  as those that came before him. The legions have other soldiers, but the vast majority of the legionnaires 
  serve as heavy infantry. 
   
  Possessions: Gasum (spear), tak’livek (dagger), thin pilum (x3), breastplate, light metal shield 
   
  Weapons (all from Goods and Gear): 
   
  Name 
  Cost 
  Damage (M) 
  Critical 
  Range 
  Weight 
  Type 
  Gasum   
  5 gp 
  1d8 
  x2 
  20 ft. 
  4 lbs. 
  Piercing 
  Tak’Livek 
  2 gp 
  1d6 
  19-20/x2 
  10 ft. 
  1 lb. 
  Piercing and Slashing 
  Thin Pilum 
  4 gp 
  1d6 
  x3 
  40 ft. 
  4 lbs. 
  Piercing 
    
   
   
   
   
  Level 
  Accomplishment 
  Feat or Special Ability 
  1 
  New Character 
  Weapon Focus: Gasum 
   
  Human 
  Shield Specialization 
   
  Fighter 
  Power Attack 
  2 
  Fighter 
  Cleave    
  3 
  Character 
  Blinding Shield 
  4 
  Fighter 
  Weapon Specialization: Gasum 
  6 
  Character 
  Combat Reflexes 
   
  Fighter 
  Fearless (KPG) 
  8 
  Fighter 
  Improved Critical: Gasum 
  9 
  Character 
  Superior Weapon Focus: Gasum 
  10 
  Fighter 
  Leadership 
   
   
  BLINDING SHIELD [GENERAL] 
   
  You are able to reflect light off your shield to blind your enemies. 
   
  Benefit: You may use a light or heavy metal shield to reflect bright light (direct sunlight or the daylight 
  spell suffice; torchlight or sunlight on an overcast day do not) at an opponent up to 20 ft. away. 
   
  You must make a ranged touch attack to aim the light into their eyes. If you hit, the opponent must make 
  a Combat Saving Throw (CSv) DC 10 + your Base Attack Bonus. They attempt a CSv by rolling a d20 
  and adding their Base Attack Bonus and Wisdom modifier (if positive) to the result. If they fail their CSv, 
  they are blinded until the beginning of your next turn (one full round).  
   
  The shield used for this ability must receive a professional polishing through either a successful Craft 
  (armorsmithing) DC 15 or by paying 25 gp per month (every four LKOK adventures) to have it 
  professionally maintained. Any spells or items that mar or hide the polish render the shield incapable of 
  being used for this ability until it is cleaned (several minutes is required). All shields in possession of 
  Legionnaires (except those in Encounter 4) have had this polish, and may be used with this ability. 
   
  
  War 
  Living Kingdoms of Kalamar 
  22
   
  FEARLESS [GENERAL] 
  You never consider retreat or flight from a battle. 
  Benefit: Effects that would result in you being “panicked” are reduced to “frightened,” “frightened” are 
  reduced to “shaken.” You ignore effects that normally result in “shaken” conditions.  
   
  SHIELD SPECIALIZATION [GENERAL] 
   
  You are highly skilled in the use of a shield. 
   
  Prerequisite: Shield Proficiency. 
   
  Benefit: When you use a shield, its shield bonus to AC is increased by +1. Additionally, you may use 
  the shield as a weapon while still retaining its normal AC bonus (keeping magical enhancements, but 
  losing the +1 granted from this feat). You lose this bonus any time you are flat-footed or otherwise denied 
  your Dexterity bonus to AC. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKOK36 War.pdf