TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  KET7-03 
   
   
   
   
   
  Balance of Harmony 
   
  A One -Round Dungeons & Dragons
  ®  
  Living Greyhawk™  
  Ket Regional Adventure 
   
  by Alan Brown & Penn Davies   
  Circle Reviewer: Tim Sech  
  Playtesters: Jay Barradell, Terry Batley, Matthew Brown, Tim Clague, Jeff Clare, Sarah Clare, Heather Davies, Sean 
  Hunt, Bob Hurst, Andrew Jaremkow, Dave (DaK) Kristensen, Mai Lee, Gregg Peevers, Sandra Sine, Sara Swift, Patrick 
  Vezina 
   
   
   
  Vultures circle a village common, as death plunges a black knife into the heart of Ket. Something is upsetting the 
  balance of Ket’s society—but what? Or who? A one-round regional adventure set in Ket for characters level 1-14 (APLs 
  2-12), particularly suitable for members of the Brotherhood of Sorcery, the Wanderers of Fharlanghn, and the 
  Xanavade. Part Two of the “Seeking Balance” series. Players are strongly advised that for maximum enjoyment of this 
  series of adventures, KET7-01 Balance of Secrets should be played first. 
   
  Resources for this adventure include Magic Item Compendium [Andy Collins], and Monster Manual III [Wizards 
  Team]
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  KET7-03 Balance of Harmony 
   
  Page 1 
  
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are 
  playing this adventure in 2008, check the current version 
  of the LGCS and follow any updated rules presented 
  within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure set in 
  Ket. All characters who have Ket as their home region 
  pay 1 Time Units per round; all other characters pay 2 
  TUs. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
  (Note that for the enjoyment of DMs who wish to play 
  future parts of this series, certain spoilers have been 
  omitted.) 
   
  THE STORY THUS FAR  
  Ten years ago, an agent of Iuz named Morad was plotting 
  to destabilize Ket. He heard of an artifact called the 
  Lantern of Dharmal that might be of some help in this 
  regard. Through research, Morad discovered the power of 
  the Lantern: if a magical item were placed in the Lantern, 
  the thematic qualities of the object would affect those in 
  the immediate vicinity. For example, a potion of heroism 
  placed in the Lantern would make those around the 
  Lantern feel heroic. He also discovered that it was being 
  kept in a temple of Xan Yae in Polvar. 
   
  However, when he arrived in Polvar to steal the 
  Lantern, he found that it had been taken to the nearby 
  Yatil Mountains by the monks of the temple to be hidden 
  away. Following the monks, Morad managed to murder 
  them, but not before the Lantern had been locked away 
  in the deepest part of the complex, guarded by traps and 
  demons. 
   
  Morad decided he could recover the Lantern later, 
  and returned to Lopolla to continue with his long-term 
  plan. He changed his name to Morteza and founded a 
  fake temple of Xan Yae, the Temple of the Shadowy 
  Darkness That Comes in the Second Hour After 
  Midnight. To make his cover as real as possible, he 
  sought out real monks of Xan Yae and convinced them to 
  join his temple. So credible was he that each monk truly 
  believes that they are a member of an authentic temple of 
  Xan Yae. Indeed, the only person at the temple who does 
  not worship Xan Yae is “Morteza”. 
   
  He patiently made other preparations, and earlier 
  this year, he was finally ready to set his plan in motion. 
  Rather than send his monks to face the dangers of the 
  cavern, Morteza hired a band of adventurers to retrieve 
  the Lantern. Those events are told in KET7-01 Balance of 
  Secrets.  
   
  Shortly after obtaining the Lantern, Morteza 
  traveled to Furyondy, where he stole a powerful Chaotic 
  magic item called the Fist of Emirikol. Morteza knows 
  that once the Fist is placed in the Lantern, it will 
  broadcast strong waves of Chaos to anyone standing near 
  the Lantern. Morteza has determined that his monks are 
  immune to the effects of the Lantern due to their high 
  Wisdom, but he is certain that it will have a pronounced 
  effect on many of the Lawful people of Ket.  
   
  THE TRAVELLING ROAD SHOW 
  About two weeks ago, Morteza sent the monks out into 
  Ket on the south road out of Lopolla disguised as a band 
  of itinerate jugglers and tumblers. They will stop in every 
  village and thorp to perform, luring crowds of people 
  within range of the Lantern, which is hidden in one of 
  the monks’ carts.  
   
  Morteza has told them truthfully what the Lantern’s 
  power is, but has lied to them about the Fist of Emirikol, 
  telling them that it is an object of great Neutrality called 
  the Stone of Blessing. Thus they believe that what they 
  are doing is sending waves of beautiful Neutrality into 
  Ketites in order to move them away from the extreme of 
  unthinking Lawfulness.  
   
  Morteza has also warned them, again truthfully, that 
  if anyone finds out what they are doing, they will be 
  KET7-03 Balance of Harmony 
   
  Page 2 
  
  KET7-03 Balance of Harmony 
   
  Page 3 
  stopped and the Lantern and the “Stone of Blessing” will 
  be taken from them. 
   
   
  The monks have visited nine small towns and 
  villages, and have left behind a trail of unrest and 
  violence. The monks leave town immediately after each 
  show, before the subtle effects of the Lantern begin to be 
  seen, and like a boat that leaves a wake but is unaffected 
  by it, the monks are totally unaware of what is happening 
  on the road behind them.  
   
  The effect on people starts to snowball overnight and 
  into the next day as they interact and react with each 
  other. Depending on the status and personalities of the 
  people exposed to the Lantern, the effect on the town can 
  be anything from mild sniping and complaints to 
  widespread discontent against the authorities to 
  vigilantism against perceived wrongs and even outright 
  violence. 
   
  Word is starting to spread about unrest in the region 
  south of Lopolla, but for the most part attention is 
  focused on more immediate concerns in southern Ket.
  1   
   
  SISTER NAJMEH 
  Sister Najmeh first appeared in KET7-01 Balance of 
  Secrets, and any PC who played that adventure will 
  instantly recognize her. She was trained as a monk of Xan 
  Yae at a small temple in Falwur Province, and was 
  Morteza’s first recruit to his fake temple in Lopolla. She 
  has become his personal assistant, and often handles 
  temple business during his absences, which are frequent. 
   
  Najmeh is aware of the Lantern’s power, and also 
  that the Fist of Emirikol is a magic item, although she 
  believes it is a magic item of Neutrality called the Stone 
  of Blessing. However, there are several things that are 
  starting not to add up about their “road trip”, although 
  she has pushed these worries to the back of her mind as 
  she takes charge of the small caravan each day. 
   
  Najmeh has also begun to doubt Morteza’s 
  explanations of why their temple is so secretive and 
  isolated from others, but has not even come close to 
  contemplating that Morteza does not worship Xan Yae. 
  The most daring reason she has been able to come up 
  with is that Morteza is hiding from an illegal past, and is 
  trying to use the Neutrality of Xan Yae to soothe his 
  troubled soul. 
   
  Although Morteza has been careful to keep her out 
  of his deepest plots against Ket, she still has overheard 
                                              
   
  1 At the time of this writing, Ket was having troubles with 
  Bissel. Even if this situation has ended by the time this 
  adventure is played, the situation on the southern border 
  should still be serious enough to pull attention away from 
  this area. 
  snippets of conversation and seen occasional pieces of 
  paper on his desk, etc. She hasn’t consciously thought 
  about these things yet, but if she were forced to face the 
  facts about Morteza, it wouldn’t be long before she put all 
  the pieces together. 
   
  THE FIST OF EMIRIKOL 
  This multifaceted "ball" appears to have been carved from 
  a solid piece of bone or horn taken from an unidentified 
  type of creature. Upon each of its twenty faces is 
  engraved a different sigil.  
   
  Unknown to the monks, this is a potent offensive 
  weapon, and if anyone hurls it at a target with intent to 
  injure, the Fist’s offensive capabilities are awakened. 
  Once used in this manner, it appears to disintegrate, but 
  reforms the next day in a small leather bag hanging on 
  Najmeh’s belt. See Appendix 2: New Rules Items for 
  details. 
   
  THE LANTERN OF DHARMAL 
  During KET7-01 Balance of Secrets, the Lantern was 
  dormant, but Morteza has awakened its power. It now 
  gives off a weak aura of all schools when there is nothing 
  inside it. When a magic item is placed in it, the Lantern 
  radiates a strong aura of the item’s school of magic.  
   
  The Lantern magnifies the effect of the item such 
  that anyone standing within 100 feet of it must make a 
  DC 5 Will save (on which a 1 does not automatically fail) 
  or be mentally affected by the item, magnifying 
  personality traits that are aligned with the item and 
  suppressing traits that are opposed to it. This save must 
  be retried every minute (10 rounds) that a person is 
  within range of its effect until a failure is achieved. There 
  is no overt effect, and the victims will not notice the 
  effect, pass or fail. Specific behavior results will vary 
  significantly depending on personality. Some people 
  grow vicious and violent; others simply take the day off. 
   
  The stronger the item, the greater the effect. So a 
  relatively weak potion of heroism would make those who 
  fail their Will save feel mildly heroic. The Fist is much 
  stronger than a potion, and its effect on anyone not 
  making their Will save is to change their alignment for 
  the next 48 hours as follows: 
  • 
  LG and NG become CG 
  • 
  LN and N become CN 
  • 
  LE and NE become CE 
  • 
  CG and CE become CN 
  • 
  CN remains CN, but the person has an 
  overwhelming desire for Chaos and anarchy 
  This could have significant consequences for any 
  Paladins or Monks, if they have a Will save bonus less 
  than +4. (Any character with a bonus of +4 or better 
  
  cannot fail a save). See Appendix 2: New Rules Items for 
  details. 
   
  When the Fist is placed inside the Lantern, it 
  radiates a bluish-white light that will provide adequate 
  illumination in a 15’ circle. 
   
  Those affected radiate faintly of Enchantment. The 
  effect can be dispelled by placing something Lawful of 
  the same strength as the Fist in the Lantern at the same 
  time; the two cancel each other out, dispelling the effect 
  to all standing within 100 ft.  
   
  A protection from chaos spell can suppress the 
  effect, and a dispel chaos can remove it. The effect 
  otherwise lasts for 48 hours. 
   
  A DEADLY TURN OF EVENTS 
  The night before the party arrives in the small village of 
  Abouza (1: A Dead Village), the effect of the Lantern 
  takes a deadly turn due to an unforeseen happenstance. 
  The day previous (i.e. two days before the party arrives in 
  Abouza), all the mothers took their children (age 15 and 
  under) on an annual sleepover/berry picking expedition 
  to a blueberry grove about two hours away (slow walking 
  time).  
   
  Shortly after the women and children left, the men 
  were still gathered in the center of the village when the 
  traveling road show arrived. The monks started to unpack 
  for a performance, the Fist already having been placed in 
  the Lantern beforehand. However, when they were told 
  that all the women and children were gone for the day 
  and the rest of the men were about to leave to work in the 
  fields, the monks got back on their wagons and kept on 
  going in order to reach the next village before the end of 
  day.  
   
  However, the brief exposure to the Fist within the 
  Lantern was enough to affect most of the villagers 
  present. More seriously, Grapple, a half-orc barbarian, 
  arrived in town just at that moment, and was affected by 
  the Lantern as the monks’ small caravan passed by. He 
  was not in a good mood, having just been kicked out of 
  the nearby town of Jhallda by the Thresher Captain after 
  doing a week of stock time for public drunkenness. He 
  stopped at the village tavern for a bite to eat and a mug of 
  ale, then decided to wait out the mid-day heat in the 
  coolness of the tavern. As he pounded back drink after 
  drink, he forgot about moving on, and his CN alignment 
  slowly veered into an insane desire for Chaos and 
  anarchy.   
   
  As usual, all the villagers gathered at the pub for a 
  drink after dinner, but due to the paranoia caused by 
  their new alignments, the villagers affected by the 
  Lantern took down their old army weapons from where 
  they hung over fireplaces, and brought them to the pub. 
  At the tavern, the usual polite conversation were replaced 
  by arguments, rude jokes, and a desire to cheat the 
  publican (leading to more arguments, especially with the 
  still Lawful but unarmed villagers who had resisted the 
  effects of the Lantern, and who were upset at what was 
  going on).  
   
  At any other time, this probably would have 
  degenerated into fistfights and wrestling until everyone 
  got tired and went home, but Grapple suddenly pulled 
  out his battleaxe and beheaded one of the unaffected and 
  unarmed villagers, starting a deadly brawl. The unarmed 
  villagers were quickly slain as they attempted to flee, and 
  then the fight moved outside and ranged up and down 
  the main street of the village. It eventually centered on 
  the village common, where Grapple killed the rest of his 
  opponents. However, Grapple himself was seriously 
  wounded, and only managed to get himself back to the 
  tavern before his battle rage finally ended. With the loss 
  of his raging hit points, he fell unconscious and quickly 
  bled to death. 
   
  THE MONKS MOVE ON  
  On the night that the villagers of Abouza were killing 
  each other, the monks were performing in Jhallda, a town 
  about five miles down the road.  There was a street 
  festival that night, and the monks were able to slip in, 
  perform and slip out of town again without being noticed 
  too much, everyone assuming the monks had been one of 
  the hired acts. The monks then camped just outside 
  Jhallda. 
   
  On the morning that the adventure begins, the 
  monks try to make their usual early start, but a broken 
  wagon wheel delays them most of the morning. They will 
  not get to the next town, Bayat, until sundown.  
   
  ANOINTING CEREMONY 
  The Anointing Ceremony is one of the most important 
  rituals in the life of a devout follower of Al’Akbar, and is 
  well known to all residents of Ket. The ritual is a day-long 
  celebration in which a family dedicates the life of a 
  newborn to the worship of Al’Akbar and the True Faith 
  (or Exalted Faith in other parts of the Baklunish West.), 
  and marks the beginning of the child’s journey along the 
  path of the Four Feet of the Dragon. The Anointing 
  Ceremony is usually done when a child is about a month 
  old, and is an opportunity to gather friends, family and 
  community together. After a service of worship at a 
  temple of Al’Akbar, everyone goes back to the street 
  outside the parents’ home. There, in front of all the 
  people, the child is anointed into the service of Al’Akbar 
  by a mullah, and given its name. This marks the start of a 
  street festival, for which the family provides food and 
  entertainment—although in larger cities, street vendors 
  KET7-03 Balance of Harmony 
   
  Page 4 
  
  and buskers are quick to set up shop on the periphery in 
  order to make some coin.  
   
  As part of the celebrations, a Protector for the child 
  is chosen through a series of contests of skill. It is 
  considered a great honor but also a great responsibility to 
  become a child’s Protector, and is not a task to be taken 
  on lightly. A potential Protector does not have to hold 
  Al’Akbar as his or her primary deity, but he or she should 
  respect the True Faith, and demonstrate the Four Feet of 
  the Dragon through action and word. In addition, a 
  Protector must be able to speak Ancient Baklunish.  
   
  WEATHER 
  It is high summer—the month of Reaping—and the days 
  are hot and humid, with nothing but hazy sunlight 
  during the day. The night brings little relief from the 
  heat as the clouds clear away, leaving clear but hazy skies, 
  with half moons rising on the first night of this 
  adventure. 
    
   
  PREPARATION FOR PLAY 
  As with any LG adventure, the DM should ascertain all of 
  the following before the adventure: 
  • Is anyone crafting magic items? A MIC must be 
  completed before the adventure begins. 
  • 
  Does anyone have any non-class-related animals? 
  If the DM feels these will be a significant factor 
  in combat, the animal’s CR should be added to 
  the owner’s level for purposes of calculating APL 
  • 
  Does any PC have game effects such as curses, 
  lycanthropy or play bonuses? 
  • 
  Ask to see all spell lists. 
  • 
  Will anyone be using out-of-game bonuses 
  (Campaign cards, buttons or tokens) and if so, 
  which ones? 
  • 
  Check PCs’ lifestyle and upkeep. 
  • 
  Does anyone have outstanding Lawbreaker 
  status (formerly Warrant of Ket)? 
  In addition, this adventure will also require the following 
  information: 
   
  • Has anyone played KET7-01 Balance of Secrets 
  with this PC? (There are several NPCs and items 
  they will recognize.) 
  • What are the save bonuses of all characters? Any 
  character with a Will save bonus of +3 or lower 
  could potentially be affected by the Lantern. 
  • Ket Metaorganizations: Does anyone belong to 
  the Xanavade, the Wanderers of Fharlaghn, or 
  the Brotherhood of Sorcerers? These players will 
  have opportunities to earn special AR rewards. 
   
  ADVENTURE SUMMARY 
   
  Summary: The adventurers try to solve the mystery 
  of one village that tore itself apart, and another village 
  exhibiting some of the same symptoms. After following 
  some false leads, the adventurers discover Morteza’s 
  jugglers in the next village and have an opportunity to 
  stop them before they can harm anyone else, if all goes 
  well. 
   
  1: A Dead Village: Roleplaying encounter. The 
  adventurers enter the village of Abouza where all adults 
  have 
  been 
  killed, 
  apparently 
  fighting 
  amongst 
  themselves. A Mullah asks them to send the Threshers 
  from the nearby town of Jhallda. 
   
  2: The Town of Jhallda: Roleplaying encounter. At 
  the next village, Jhaldda, they see signs of unrest as they 
  enter. They can do a basic Gather Information, go to the 
  Temple of Al’Akbar or visit the Thresher Station. At the 
  Thresher Station, they meet the captain, who realizes he 
  is undergoing some sort of change, locks himself in a cell 
  and orders the PCs to find out what is going on. 
   
  3: Asking Around: Roleplaying encounter. An 
  opportunity to interview people in order to get two 
  possible leads—a bad-tempered foreigner named Grazelt, 
  and a mysterious figure dressed in black (Varya). Once 
  Grazelt and/or Varya have been interviewed, the PCs may 
  return to this encounter to re-interview people and gain 
  more clues. 
   
  4: Grazelt: Roleplaying encounter. The party is 
  warned away from Grazelt’s property by a trapped 
  archway. Once past the archway. they find him sitting 
  outside his hut, singing ballads to Olidamarra. His threat 
  against the village turns out to be a misunderstanding, 
  and a search of his property does not turn up anything 
  significant. 
   
  5: The Man in Black: Combat encounter. The 
  mysterious man is actually a woman, Varya, from 
  Furyondy. She is attacked by a servant of Iuz just as the 
  party reaches her. If the party saves her, Varya reveals 
  that she is looking for a stolen magic item called the Fist 
  of Emirikol. 
   
  6: Interlude: How to move the PCs towards 
  following the jugglers if they have not yet grasped their 
  significance. 
   
  7: On the Road to Bayat: Roleplaying encounter. 
  The party may find the campsite of the monks and 
  subsequently may find a clue that the jugglers are not just 
  jugglers. 
   
  8: The Jugglers: Combat encounter. Following the 
  traveling show to the village of Bayat, the adventurers 
  have an opportunity to watch the show and then either 
  confront the monks and try to convince them that what 
  they are doing is wrong, or sneak into their wagon and 
  attempt to steal the Lantern. In either case, the monks 
  KET7-03 Balance of Harmony 
   
  Page 5 
  
  will fight back (with non-lethal damage) in an attempt to 
  recover the Lantern and escape. Najmeh will surrender if 
  the other monks are defeated. 
   
  9: Conclusion: Roleplaying encounter. Sister 
  Najmeh, head of the jugglers, is stricken with sorrow as 
  she is confronted by how she has been duped by her 
  master. She is likely a goldmine of information about 
  Morteza’s plot, but she is kidnapped while being taken 
  back to Lopolla for questioning.  
   
  0: INTRODUCTION 
  STORY REVIEW 
  If at least one player has played the previous adventure in 
  this series, KET7-01 Balance of Secrets, then read the 
  following. If none of the players has played the previous 
  adventure, skip down to Shopping. 
   
  Previous to this, some or all of you took part in an 
  adventure to recover a magical item called the 
  Lantern of Dharmal. You were hired by a Xan Yae 
  monk of the Temple of Shadowy Darkness that 
  Comes in the Second Hour After Midnight in 
  Lopolla, a woman called Najmeh, who was working 
  on behalf of the Master of her Temple, Morteza.  
   
  Since that time, the Temple that hired you has 
  disappeared, and the Lantern with it. 
   
  SHOPPING 
  This is a shopping opportunity for the party in Lopolla, 
  capital city of Ket before they set out into the countryside 
  south of Lopolla. Once shopping is completed, the rest of 
  this encounter is only needed if there is at least one 
  member of the Xanavade at the table. If there are no 
  Xanavade members in the party, skip forward to 1: A 
  Dead Village once shopping has been completed. 
   
  FOR XANAVADE MEMBERS ONLY 
   
  Take all members of the Xanavade aside. Tell them 
  that the Xanavade leadership has told them of a wave of 
  thefts being reported in the rural countryside south of 
  Lopolla. Xanavade members are instructed that their 
  priority is to find out who is causing this wave of crime 
  and put an end to it before the local authorities start 
  cracking down on “legitimate” Xanavade business. They 
  will be rewarded if they are able to do so. 
    
  1: A DEAD VILLAGE 
  It is not even noon in the countryside south of 
  Lopolla, but it is already oppressively hot, the high 
  summer sun blazing down out of the hazy blue sky. 
  There is not even a hint of a breeze, and the fine 
  white dust that is raised by your passage mixes with 
  the sweat on your face, as well as irritating your eyes 
  and making you choke and cough. The warm, 
  brackish water in your waterskin does little to help, 
  and images of a cold mug of ale in a cool, dark tavern 
  start to dominate your thoughts. Thankfully, just as 
  you feel you can’t take another step, the small village 
  of Abouza appears through the waves of heat. You 
  eagerly pick up your pace, sure there is a cold drink 
  waiting for you. 
   
  As you enter Abouza, it doesn’t surprise you that 
  no one is out in the summer heat. It does surprise you 
  that a dozen black vultures are circling overhead, 
  riding the waves of heat rising from the ground, 
  while several more glide down to land somewhere in 
  the centre of the village.  
   
  Abouza is a small thorp of perhaps 75 people. Give the 
  players Player Map 1: Ket, as well as Player Map 2: Map 
  of Area to show them where they are. The adventure 
  starts in the late morning on a hot summer day. 
   
  Assuming the PCs are curious about the vultures, 
  they will begin to walk towards the village common, 
  which is where the main road through town heads in any 
  case.  
   
  As they turn a corner, they see a disturbing sight: the 
  body of a middle-aged man in the middle of the road, 
  dressed in a farmer’s clothes, lying in a pool of blood. His 
  body bears massive slashing wounds. It is a DC 15 Heal 
  check to reveal that he died about 12 hours ago due to 
  wounds of the kind that might be caused by an axe or 
  similar weapon. The man is clutching a short sword but it 
  has no blood on it (i.e. he did not use it on himself.) His 
  purse contains a few coins (i.e. he was not robbed). 
   
  A few houses down, two men lie in the doorway. 
  They both clutch daggers that are buried in each others’ 
  chests. A DC 15 Heal check shows that they too have 
  been dead about 12 hours. 
   
  Searching the houses in this area reveals several 
  more people who apparently died violently earlier today, 
  several by large slashing wounds, but others by sword, 
  dagger or even bludgeoned as if by a club. There are a few 
  animals penned up in this rural village—goats, cows, and 
  even some large draught horses. They appear to be 
  unharmed. Strangely, there are no children to be found. 
  None of the houses’ possessions have been touched. 
   
  Moving on to the village common, it is obvious that 
  the bulk of fighting took place here. Dozens of bodies lie 
  strewn about, mainly men, with the occasional woman. 
  Everyone is holding a weapon. (Women are just as likely 
  to be armed as men in Ket, where everyone must train in 
  the military for a year to earn Citizenship.) It is obvious 
  from the positions of the bodies that they were fighting 
  each other. 
  KET7-03 Balance of Harmony 
   
  Page 6 
  
   
  THE DRY BARREL TAVERN 
   
  An empty beer barrel tipped over on its side hangs 
  over the door of the Dry Barrel tavern. A highly visible 
  blood trail leads from the village common into the tavern  
   
  The door is open, and inside the common room is a 
  massive half-orc barbarian sitting in a chair, bloody 
  greataxe discarded on the floor, an empty mug of ale 
  dangling from one hand. He is covered with many 
  wounds, some of them serious. There is a vacant look on 
  his face, and anyone approaching closer than the 
  doorway can easily tell that he is dead. A DC 15 Heal 
  check reveals that he died of blood loss about 12 hours 
  ago from many wounds, which were caused by a variety 
  of weapons. A DC 10 Search check reveals several 
  personal possessions marked either with the initial “G” or 
  the name “Grapple”. 
   
  There are several other bodies in the tavern with a 
  variety of wounds—they are all unarmed, and have not 
  been searched or robbed. 
   
  Speak with the Dead: If someone attempts to speak 
  with the dead, see DM Aid 1: Speaking with the Dead. 
   
  Tracking: Any Survival check with the Track feat on 
  the village road will simply reveal the normal traffic that 
  one might expect at this time of year—humanoid 
  footsteps, large farm or draught horses, some carts or 
  wagons. 
   
  THE WOMEN & CHILDREN RETURN:  
  As the PCs are investigating the inn, or if the PCs haven’t 
  made it to the village common because they have started 
  systematically searching through houses for loot, the 
  party will hear singing and laughter in the distance. If 
  they immediately go outside and intervene, the party can 
  stop the village women and children before they catch 
  sight of the bodies.  
   
  Otherwise, about two dozen women and twice as 
  many children aged infant to age 15 arrive back from 
  their berry-picking expedition and see the dead bodies. 
  Women begin to scream and paw through the bodies 
  looking for husbands and sons. Children cry and hold on 
  to mothers. 
   
  In either case, a woman in the red and black robes of 
  a mullah of the True Faith, Behbaha al’Mullah, will step 
  forward and take charge. If the women and children have 
  seen the bodies, she will calm many of them with a calm 
  emotions, and then elicit whatever information the PCs 
  have gleaned from the scene. 
   
  She then asks the party to help her untangle the 
  bodies so they can be identified properly. She does not 
  want the women to help since this will upset them even 
  more.  
   
  Once this is done, she turns to the party. 
   
  “Some great evil is at work here. These men grew up 
  together, worked together, and shared the fruits of 
  the harvest together. They were Protectors of each 
  other’s children and lifelong friends. But by the signs 
  I read, they ended their lives in combat against each 
  other, using the weapons they have not touched since 
  they left the army. Will you go to Jhallda immediately 
  and get help? The Threshers must know of this and 
  we must have help to prepare the bodies for 
  cremation and burial.” 
   
  Jhallda is a larger village only five miles away, and is a 90-
  minute walk (at a speed of 30’) or an hour ride (at a speed 
  of 50’)—arriving by early afternoon in either case—
  unless magic or other abilities are used to shorten this 
  travel time.  
   
  In addition to contacting the Threshers, Behbaha 
  asks the party to go to the mullah of Jhaldda’s temple, a 
  woman named Ezzati al’Mullah, and have her put 
  together a work team immediately to help Behbaha 
  prepare the bodies for a mass funeral.  
   
  If the PCs ask for money for this chore, Behbaha 
  snaps that they need to wake up and recall their duty to 
  the laws of Ket—to bring all crimes to the attention of 
  the authorities without delay. If they still insist on being 
  paid, she angrily offers to give them whatever she 
  receives as an offering at her next regular Godsday 
  service, although that will likely be no more than a few 
  silver lances per PC.  
   
  Development: The PCs should take the hint and move 
  with all speed to Jhaldda. Any who refuse end their 
  adventure here.  
   
  2: THE TOWN OF JHALLDA 
  Previous Night: On the previous night, the couple who 
  own the butcher shop in Jhallda, Arzani and Laila, held 
  an Anointing Ceremony for their newborn son, Armin. 
  The officiating priest was Ezzati al’Mullah, the local priest 
  of Al’Akbar. As is customary, Arzani and Laila hired 
  performers for the street festival that followed the 
  Ceremony, including a well-known puppeteer. However, 
  they did not hire the monks of Morteza, who slipped into 
  town during the festival and set up their show just 
  around the corner. Arzani and Laila did not see the 
  monks, and everyone else assumed the “jugglers” were 
  part of the hired entertainment.  The monks slipped out 
  of town before the rest of the performances ended.  
   
  The monks made camp just outside Jhallda, and 
  although they usually break camp at first light, they have 
  KET7-03 Balance of Harmony 
   
  Page 7 
  
  been delayed by a broken wagon wheel, and will only 
  make it to the next town, Bayat, just before sunset.  
   
  Of course, the monks had placed the Fist of Emirikol 
   in the Lantern of Dharmal before entering town, and 
  have successfully affected about 80% of the town 
  residents. 
   
  As you enter the town of Jhallda, you are alert for any 
  signs of trouble, but you see none. There was 
  obviously a large party or festival here—several 
  temporary stages are being torn down, and the type of 
  litter left behind by happy crowds covers the streets. 
  Several men are clearing this up, when suddenly two 
  men begin to fight, trading several blows before their 
  friends pull them apart.  
   
  “I told you to stay on your side of the street!” one 
  man snarls at the other. 
   
  “I’ll pick up garbage on this side of the street if I 
  want to!” the other retorts. 
   
  “No you won’t, it’s mine, I get the pick of the 
  litter.” 
   
  Strangely, no one laughs at this joke, and after a 
  moment, the two men shrug off restraining hands, 
  glare at each other and go back to picking up litter on 
  opposite sides of the street in sullen silence. 
   
  You see the Thresher Station across the road, and 
  a temple of Al’Akbar down the street. 
   
   
  The party has three main options at this point: 
  Thresher Station, Temple of Al’Akbar or talk with 
  townspeople cleaning the streets. These can be done in 
  any order in this encounter, although custom and law 
  demand that they should visit the Thresher Station 
  before they go to the temple. (Automatically known by 
  Ket residents, DC 11 Knowledge (Local–VTF) check 
  otherwise.)   
   
  TALK WITH TOWNSPEOPLE:  
  If the PCs wish to question anyone before entering the 
  Thresher Station, the people working in the street are 
  initially sullen and withdrawn, but eventually a Gather 
  Information check will reveal: 
   
  [DC 5] There was a festival here yesterday. 
   
  [DC 10] The festival was a celebration of the Anointing of 
  Armin bin Arzani, son of Arzani and Laila. Arzani and 
  Laila own and run the local butcher shop and are 
  reasonably well-off. The blacksmith Jalaf became Armin’s 
  Protector—a good choice, he is a very Lawful Citizen, 
  very responsible and one who honors the Four Feet of 
  the Dragon. 
   
  [DC 15] Arzani and Laila must have spent a lot of money 
  on the festival—there were spits of the tenderest meat 
  from their butcher shop, trays of sweetmeats, and several 
  entertainers including a puppet show.  
   
  [DC 17] Arzani and Laila paid off the Thresher captain to 
  make sure his Threshers were out of town for their 
  festival. (Note: this is a false rumor. Yes, all but one of the 
  Threshers was out of town yesterday, but they were on a 
  regularly scheduled patrol.) 
   
  [DC 20] The puppeteer was none other than Jahanabad. 
  He kept the crowd in stitches with the latest adventure of 
  Poor Yazmin, who has fallen in love with the Margrave of 
  Bissel. 
   
  [DC 25] Chubin, the Thresher captain, was not happy 
  about all the festivities. He warned several people about 
  their behavior, and finally arrested Neeve Greenvest (the 
  town cobbler) for public drunkenness and kept him in 
  the Thresher Station overnight. 
   
  THRESHER STATION 
  The Thresher Station is of the standard design for a town 
  this size—a low brick building in the middle of town 
  with arrow-slit windows and a stable out back. A platform 
  beside the Station contains five stocks; currently one 
  person occupies a set of stocks. A piece of parchment 
  pinned to the stocks indicates that this is Abtum, 
  currently doing a week in the stocks for theft.  
   
  Residents of Ket recognize the insignia of the 
  Threshers on a small plaque by the front door, DC 15 
  Knowledge (Local–VTF) for all non-residents. If non-
  residents fail this check, anyone in town will direct them 
  to the Thresher Station. 
   
  If everyone in the party is from outside of Ket, then 
  substitute “man in uniform” or “men in uniform” for 
  “Thresher” and “Threshers” in the boxed text, since they 
  might not know who or what a Thresher is. 
    
   
  The interior of the Thresher Station is clean and 
  neat. A long counter across the room separates the 
  front half, where you are, from the back half, which 
  has some desks, and a barred cell, which is currently 
  open and empty. Behind the counter, you see a 
  Thresher holding a halfling by the throat up against 
  the wall. 
   
  “Never let me catch you drunk again, Neeve 
  Greenvest, you scum!” the man in uniform hisses. 
  “Now get out!” He backhands the halfling across the 
  face, the blow flinging the small figure into a corner. 
  Terror written across his face, blood dripping from 
  KET7-03 Balance of Harmony 
   
  Page 8 
  
  his nose, the halfling half-crawls, half-stumbles past 
  you and out the front door. 
   
  At that moment, the door at the back of the room 
  opens and six more Threshers walk in from the stable, 
  pulling off riding gloves, and throwing saddlebags on 
  desks, evidently just returning from a patrol. One of 
  them shakes his head in dismay as he walks up to the 
  officer. 
   
  “Captain, you wouldn’t believe what we saw in 
  just two days. In Halaryn, we ran out of stocks to put 
  all the people in. And in Firun…”  
   
  He stops as the officer who mistreated the 
  halfling sees you for the first time and stalks over to 
  the counter where you are standing. 
   
  “What do you want?” the man snarls. 
   
   
  If anyone attempts to heal Neeve Greenvest the halfling 
  before he leaves, the halfling shakes his head and charges 
  outside, only wishing to be free. He runs inside his 
  cobbler shop down the street and locks the door. 
   
  The man who struck Neeve is Captain Chubin, 
  highest-ranking officer of the Thresher Station. He was 
  affected by the Lantern last night, and his alignment is 
  progressively changing from Lawful Evil to Chaotic Evil. 
   
  It is a DC 11 Profession (Lawyer) check to realize 
  that Chubin may be guilty of simple assault against a 
  resident or Citizen. Residents of Ket automatically know 
  that what they have just seen may be against the law. 
   
  Any PCs who played KET7-01 Balance of Secrets 
  will recognize Chubin—he was the Thresher officer who 
  stopped them on the road outside Polvar and gave them 
  Travel Papers. Chubin will also recognize them and 
  acknowledge that. Those PCs will also realize that 
  Chubin has received a promotion from Lieutenant to 
  Captain. 
   
  Anyone who didn’t play that adventure will see a 
  man dressed in a military uniform (DC 15 Knowledge 
  (Local–VTF) to know that it is the uniform of a captain of 
  the Threshers, automatic knowledge for any resident of 
  Ket.) If any PC asks his name, Chubin will tell them. 
   
  Anyone making a DC 12 Spot check will see he is 
  wearing a gold necklace with a symbol of a fist holding 
  six arrows. It is a DC 11 Knowledge (Religion) check or 
  automatic for a Ket Citizen or worshippers of Heironeous 
  to know that this is the symbol of Hextor. It is a DC 15 
  Knowledge (Local–VTF) check or automatic for Ket 
  residents to know that although Hextor is an evil god, 
  worship of Hextor is legal in Ket. Chubin is a worshipper 
  of Hextor. 
   
  If anyone points out that apparently Chubin was 
  assaulting a Citizen of Ket, he retorts that they must be 
  mistaken, and what business do they have here in any 
  case. 
   
  If anyone starts to make a case out of this or get 
  aggressive with Chubin, the other Threshers become 
  very alert, and one of them standing at the back door (to 
  the stables) will half-open it. If a fight breaks out, he will 
  attempt to leave via the stables and run down the street to 
  the temple and ask the priestess and her minions for 
  help. 
   
  Warn the party before a fight breaks out that they 
  will be guilty of breaking a Ket law (assaulting a military 
  officer), and warn them that they will be considered a 
  lawbreaker.  
   
  If a fight does break out, assume at APL 2 or 4 that 
  the PCs lose and are locked up, but at APL 6 and up they 
  successfully subdue the Threshers and any townspeople 
  that come to the Threshers’ aid. The end result is the 
  same—the adventure is over for the PCs at this point. 
  They are all eventually arrested by a far stronger band of 
  Threshers and Archons, convicted and sentenced for 
  assaulting a military officer. The PCs also earn 
  Lawbreaker on the AR. This result should only happen if 
  the characters follow through with their actions after 
  their players are told of the consequences under Ket law 
  (see Appendix 3: Ket Laws) and the future consequences 
  of being a Lawbreaker (see AR item Lawbreaker). 
   
  If the party does tell Chubin about the massacre in 
  Abouza, all the Threshers will be aghast. Chubin 
  immediately orders the other Threshers back onto fresh 
  mounts, and to ride like the wind to Abouza. They are to 
  stay there and guard the village, help with the burials and 
  try to figure out what happened. Chubin tells them to be 
  watchful for anyone skulking around, especially 
  foreigners and elves. The other Threshers immediately 
  leave, and a few minutes later the party hears their horses 
  tearing past the Station and off down the road to Abouza. 
   
   
  As the hoof beats fade in the distance, you turn back 
  to Captain Chubin, who has turned very pale. 
   
  “All that blood,” he mutters. “Glorious battle. 
  Blood!”  
   
  He seems to recover his senses for a moment, and 
  grasps at the small amulet hanging on a gold chain 
  around his neck. He stands with his eyes closed for a 
  moment, then abruptly grimaces and yanks the 
  amulet from his neck. He stares at the gold symbol 
  for a moment then hurls the amulet and chain into a 
  far corner with an oath. 
   
  “Hextor!” he growls. “That do-gooder, that 
  weakling, that follower of laws… Blood and tyranny 
  are the only ways to rule!” he yells, and he draws his 
  scimitar and licks the blade like some northern 
  barbarian. “We must plunge Ket into a battle where 
  only the strong survive!” His voice drops to a murmur 
  as he caresses his face with the flat of the blade “You 
  and I will drink the blood of our victims…” 
  KET7-03 Balance of Harmony 
   
  Page 9 
  
   
  As you stare in amazement, he stops suddenly 
  and shakes his head. Dropping his scimitar on the 
  floor like it was a live snake; he backs away from it, 
  and then looks up at you. Picking up a pen on the 
  counter, he hastily writes a few lines on a blank piece 
  of parchment, his face white and his hands shaking. 
  Throwing down the pen, he holds his head as if it will 
  explode, then turns and runs into the iron-barred cell 
  in the corner and pulls the door shut, the door 
  locking as it closes. 
   
  “You!” he yells, his eyes wild. “YOU! I have 
  deputized you all. Take that paper to Bijjana al’Jurat 
  and have him authorize it. Find out what’s happening 
  to me!” 
   
  He throws himself into a far corner, and cowers, 
  covering his head with his arms. 
   
   
  If no one spotted the amulet before Chubin threw it 
  away, and if anyone investigates, it is a DC 11 Knowledge 
  (Religion) for all non-residents of Ket, or automatic for all 
  residents or followers of Heironeous to know that it is a 
  symbol of Hextor.  
   
  Regardless of what the PCs do—sign the paper 
  immediately and move towards the door, or stop to 
  discuss what to do amongst themselves, or try to question 
  Chubin—abruptly he will come out of his corner, his old 
  arrogance on his face. He will apologize for his behavior 
  and politely ask to be released from the cell. (The key 
  hangs on the wall about ten feet away.) If the party 
  refuses, he will politely ask again, saying that a sudden 
  spell must have overtaken him, but he is fine now.  
   
  If the party refuses a second time, or if he is offered 
  his amulet of Hextor that he threw away, he goes mad 
  and hammers at the bars of the cell, calling on the gods of 
  Chaos to free him so that he can do their bidding. If the 
  PCs leave at this point, he continues to scream insults 
  after them, but closing the thick wooden door of the 
  Thresher Station cuts off his words. Chubin is a hated 
  man around town, usually being harsh but fair, and if 
  anyone comes into the Station and finds him in the cell, 
  they will leave him there. 
   
  If the party heeds his request to open the cell, he 
  calmly thanks them and walks out. He abruptly attacks 
  the nearest PC with his bare hands (provoking an AoO, if 
  the PC wishes to take it.) Any PC that responds with 
  either subdual or lethal force will be arrested and charged 
  at the end of the adventure. The penalties for striking a 
  military officer are listed in Appendix 3: Ket Laws 
  (specifically, double the sentence as compared to the 
  same crime against a Citizen; unlike crimes against 
  Citizens, there are no mitigating circumstances allowed.) 
   Any PC using a spell that successfully removes him from 
  combat without causing lethal or subdual damage will 
  not be charged. If any PC successfully grapples Chubin, 
  this will bring him to his senses momentarily, and he will 
  insist on being put back in the cell, although he will 
  change his mind as soon as the door is shut.  
   
  If the PCs examine the piece of paper that Chubin 
  wrote on, they will discover he has written  
  “I, Chubin, Captain of Threshers in the town of Jhallda, 
  do hereby declare an emergency and deputize the 
  undersigned as temporary members of the Threshers 
  of Ket to investigate the changes in this town, doing 
  everything in their power within the laws of Ket to 
  find those responsible.” 
  As Chubin indicated, such deputization is not legal until 
  also signed by a Jurat. 
   
  CHUBIN IS NOT INSANE? 
  The storyline makes far more sense if Chubin remains 
  insane, so the DM should certainly not suggest that the 
  PCs attempt to dispel the effect. 
   
  However, if the PCs do think of this on their own, 
  and successfully manage to dispel the effect on Chubin 
  (see Adventure Background: The Lantern of Dharmal) for 
  how this can be done), the players would probably expect 
  that Chubin would take over the investigation. 
   
  However, in order to preserve the storyline for the 
  players, Chubin will not do this. As improbable as it may 
  seem, he will still deputize the adventurers, saying he 
  needs them since all his Threshers are in Abouza. He will 
  then stay in the Thresher Station and do paperwork or 
  walk around town looking for miscreants to throw in the 
  stocks.  
   
  Since Chubin would effectively become another 
  NPC to interview if this happens, see 3: Asking Around 
  Jhallda for the information he can provide.  
   
   
  Development: The PCs should make their next stop 
  either the Temple of Al’Akbar to get the priestess on the 
  road to Abouza, or to the Jurat to have their temporary 
  powers of investigation authorized. If they hesitate about 
  what to do, have a villager engage them in conversation 
  about what’s going on and then hint at either the Jurat or 
  the temple. 
   
  3: ASKING AROUND JHALLDA 
   
  This encounter is actually two encounters: getting 
  information from the town residents the first time, 
  before leaving town to interview Grazelt (4: Grazelt) 
  and/or Varya (5:The Man in Black), and then possibly 
  returning to town to get new information.  
   
  Because the PCs may miss or skip some residents the 
  first time and only interview them after they return to 
  town, all of the interview information has been placed in 
  this encounter. However, some information will only be 
  KET7-03 Balance of Harmony 
   
  Page 10 
  
  made available BEFORE the PCs meet Grazelt and/or 
  Varya. Some information will only be revealed AFTER 
  they return to town. 
   
  Once you step out on to the street, you can see that 
  Jhallda is a typical Ketite town. The people who were 
  cleaning up the street have gone, but other people 
  walk past you. Beside the Thresher station is the usual 
  platform with stocks, one set currently occupied by a 
  young and rather fat Baklunish man. Across the street 
  from the Thresher Station is the Courthouse. Down at 
  the end of the street is a temple dedicated to 
  Al’Akbar, and a bit further along is an inn with some 
  sort of shrine beside it. Nearby, you can see several 
  small shops along the main street, including a 
  butcher, a cobbler, a blacksmith and a tavern. On the 
  village common, a man dressed in bright robes is 
  sitting beside a portable puppet stage, and a bit 
  further away, a middle-aged couple are arguing beside 
  a pile of stage implements and boxes. 
   
  The following sections of this encounter may be done in 
  any order, as the PCs see fit: 
  • 
  The Thresher Station (Chubin, if the effect of 
  the Lantern & Fist was dispelled) 
  • 
  The stocks (Abtum) 
  • 
  Courthouse (Bijjana al’Jurat) 
  • 
  Temple of Al’Akbar (Ezzati al’Mullah) 
  • 
  Town common (Jahanabad and Darab & Dara) 
  • 
  Butcher shop (Arzani & Laila) 
  • 
  Cobbler shop (Neeve Greenvest)  
  • 
  The Cat’s Cup (Stivo and Ara) 
  • 
  The Wanderer’s Last Stop (Curran) 
  • 
  The blacksmith (empty) 
  • 
  The river (Jalaf) 
   
  The PCs do not have to do any or all of these encounters, 
  although they will not get much further in the adventure 
  without interacting with at least some of the people 
  listed. 
   
  The DM should suggest that one of the players 
  should keep notes, since they may be talking to a fair 
  number of people. 
   
  THRESHER STATION: CHUBIN (ONLY IF 
  HE IS SANE) 
  Normally, Chubin will spend the entire adventure in jail, 
  insane and foaming at the mouth. The following 
  information will only be available if the PCs somehow 
  dispel the effect of the Lantern, returning Chubin to his 
  normal evil and arrogant self.  
   
  Before talking to Grazelt/Varya: Chubin spent the 
  evening walking around the streets, looking for those 
  who were publicly drunk. He paid no attention to the 
  ceremony. (As a Hextorite, he believes that anointing 
  with water is a meaningless Al-Akbar ritual. If it were up 
  to him, all babies would be thrown in the river, and only 
  those that survived would be kept as fit to be raised.) 
   
  Early in the evening, the halfling cobbler Neeve 
  Greenvest, clearly drunk, came screaming out of the 
  crowd and knocked Chubin over, then went screaming 
  off in another direction. Chubin chased him down and 
  threw him in jail for the night.  
   
  If anyone asks him about Grapple the half-orc, he 
  arrested him for public drunkenness after the barbarian 
  started a fight in the Cat’s Cup tavern. Chubin put him 
  the stocks for 7 days, then released him yesterday 
  morning and kicked him out of town. The last he saw of 
  him, Grapple was walking north towards Abouza. 
   
  After talking to Grazelt/Varya: If asked about 
  jugglers or tumblers, Chubin did see tumblers, but knows 
  nothing about juggling (he was arresting Neeve 
  Greenvest during that part of the performance. They 
  were performing around the corner from the village 
  common, which he thought was a bit odd. He watched 
  them for a few minutes, but was far less concerned about 
  their tumbling routine than the fire-breathing antics of 
  one of the other acts. They were gone from town were 
  gone by the time he got back after arresting Neeve 
  Greenvest. 
   
  THE STOCKS: ABTUM 
   
  Before talking to Grazelt/Varya: Abtum is a 
  personable and friendly—although rather pudgy—
  young man in his 20’s who is the youngest son of the 
  town’s baker.  The paper attached to his stocks indicates 
  that Abtum was sentenced to 7 days in the stocks for 
  petty thievery. 
   
  If he is engaged in conversation, he readily talks 
  with the PCs, since he has been ignored by everyone 
  except the barmaid Ara for the past four days. He uses the 
  following body of information for his conversation. 
  • 
  His name is Abtum, and if they hadn’t guessed 
  from the size of his waistline, he is the youngest 
  child of the local bakers, Abtin and Dinaz.  
  • 
  He readily admits that he “borrowed” a book 
  from his neighbor, Jalaf the blacksmith, to 
  impress one of the serving wenches from the 
  Cat’s Cup tavern, a woman named Ara. He 
  actually doesn’t spend a lot of time reading, but 
  had hoped to make a favorable impression on 
  Ara by merely carrying the book around. (The 
  book was actually a technical manual on 
  blacksmithing techniques.) Jalaf might have 
  been more forgiving if Abtum hadn’t dropped 
  the book into the river when he took Ara for a 
  KET7-03 Balance of Harmony 
   
  Page 11 
  
  boat ride. Actually, he didn’t drop the book into 
  the river, the boat overturned when he stood 
  up—he doesn’t know much about boats either. 
  And the boat sank. And the boat was also 
  “borrowed”. But strangely, Ara was actually kind 
  of laughing about the entire thing and has 
  visited him every day since he was put in the 
  stocks, spending 15 or 20 minutes talking to 
  him. She did visit today, but seemed different—
  very flighty and chatty, talking about how he 
  had been misunderstood and the laws of Ket 
  were too strict and that she had a wonderful 
  idea but she had to go and think about it, and 
  then she had abruptly left after only a few 
  minutes without saying goodbye.  
  • 
  His companion in the stocks for four days until 
  yesterday morning was a half-orc barbarian 
  named Grapple, who had already been there for 
  three days when Abtum arrived. The half-orc 
  had been given a week’s stock time for public 
  drunkenness, and was furious about the entire 
  thing. He was not a resident of Ket, and was 
  unused to the strict Ketite laws. By the end of 
  his stock time, he only wanted to get out of 
  town and get out of Ket as soon as possible. 
  Captain Chubin showed up yesterday, told 
  Grapple that he was no longer wanted in town, 
  released the half-orc and escorted him down the 
  north road towards Abouza. 
  • 
  There was a big street festival in town last night, 
  and by craning his neck, Abtum could see some 
  of the entertainment from here. (If the PCs ask 
  what he saw, he will mention Jalaf getting 
  chosen as the baby’s Protector, fire-eaters and 
  trays of good things to eat. He does not mention 
  the “tumblers” at this time.) 
  • 
  He saw Captain Chubin dragging Neeve 
  Greenvest into the Thresher Station last night. 
  Neeve appeared to be drunk and was screaming 
  in terror, trying to get away from Chubin. Then 
  earlier today, he saw Neeve run out of the 
  Thresher Station. He assumes Chubin let him 
  go. 
  • 
  This morning, he saw Jalaf, the blacksmith and 
  new Protector of the baby Armin, head down to 
  the river carrying a fishing pole, which he 
  thought was very strange, since it’s customary 
  for the Protector to have lunch at the parents’ 
  home the day after the Anointing Ceremony. 
  Also, he knows that Jalaf is in the middle of a 
  large order for cartwheel hoops, so taking a day 
  off is very out-of-character for him.   
  • 
  Abtum also saw a person dressed in black walk 
  around the edges of the crowds last night. He 
  thought it was very curious, since the person 
  arrived after the Anointing Ceremony, but 
  didn’t stay to watch the entertainment. The 
  person disappeared between a couple of nearby 
  buildings, but Abtum saw the person reappear 
  and head out of town along the southern road 
  15 minutes later.  
  • 
  If asked about Grazelt, he knows very little 
  other than Grazelt is a foreigner who has been 
  around town for a few weeks. He saw him last 
  night leaving town, looking very angry, but also 
  casting occasional glances over his shoulder as if 
  he were afraid that someone was following him. 
   
  Abtum will willingly direct the PCs to anyone in town 
  they specifically want to see. He does not know exactly 
  where Grazelt lives, other than it is north of town. He is 
  not going anywhere, and will still be here if and when 
  the PCs return from 4: Grazelt and/or 5: The Man in 
  Black. 
   
  Note that Abtum is completely unaware of Ara’s plan 
  to set him free tonight (see The Cat’s Cup Tavern: Ara 
  below). If the PCs have already visited Ara, and tell 
  Abtum of her plan, he will be both alarmed because he 
  knows this is completely out of character for the Lawful 
  Good Ara, and a bit happy at the same time because she 
  evidently likes him. 
   
  After interviewing Grazelt/Varya: Abtum has 
  nothing new to add unless someone asks about “jugglers” 
  or “tumblers”.  
   
  In this case, he will respond that he did see part of 
  their show out of the corner of his eye—they were 
  around the corner from the rest of the entertainment and 
  festival. It looked pretty impressive from here.  
   
  Although the rest of the street celebrations were 
  going on strong—with a riding contest, some displays of 
  skill with the scimitar, etc.—as soon as the jugglers and 
  tumblers finished one show, they quickly packed up their 
  stuff and rode their two caravan wagons past him out of 
  town to the south. (If asked what lies in that direction, he 
  will tell the PCs that the next town to the south is the 
  village of Bayat, about five miles down the road.) 
   
  As they rode by, one of the tumblers climbed into 
  the back of the first wagon, and as the canvas flap lifted, 
  he saw a whitish, almost bluish glow. (If questioned more 
  closely about this, he is sure it wasn’t light from a flame 
  such as a candle, torch or lantern.) 
   
  COURTHOUSE: BIJJANA AL’JURAT 
  The Courthouse is a solemn and monolithic structure of 
  white limestone across the square from the Thresher 
  KET7-03 Balance of Harmony 
   
  Page 12 
  
  Station. There is a lit lantern over the large double doors. 
  It is a DC 11 Knowledge (Local–VTF) check—automatic 
  for Ket Citizens and residents—to know that the lantern 
  is lit when a traveling Jurat is in town.  
   
  If the PCs enter the Courthouse, they find the Jurat 
  by himself, going over notes. 
   
  Bijjana al’Jurat is an elderly Baklunish man who 
  watched the actual anointing ceremony last night, but 
  left before the entertainment started. Thus the Lantern 
  has not affected him. He has not been outside this 
  morning, and is unaware of the changed nature of many 
  of the people. 
   
   If the PCs bring Chubin’s paper to him, he will ask 
  for the full story. Bijjana has listened to many people in 
  his courtroom over the years, and is an excellent judge of 
  character, although he does have some prejudices against 
  non-Ketites, non-Lawful people or those who seem to be 
  living outside societal norms. Because the PCs are 
  strangers, it is DC 25 Diplomacy check to convince him 
  of their story, using any of the following adjustments that 
  may apply: 
  • 
  For each Chaotic character: -2 
  • 
  For each neutral (non-Chaotic/non-Lawful) 
  character: -1 
  • 
  For each Lawful character: +2 
  • 
  For each non-Citizen with (certed) Travel 
  Papers: +1 
  • 
  For each non-Citizen without Travel Papers: -2 
  • 
  For each Citizen of Ket with Travel Papers: +3 
  • 
  For each mullah: +1 
  • 
  For each PC openly worshipping a non-
  Baklunish deity: -1 
  • 
  For each person openly displaying a scimitar or 
  falchion: +1 
  • 
  For each member of the Archons or a military 
  metaorg (Stouthearts, Kishtar, Re’Lahd I’Shad, 
  Beygraf’s Pride, Paighan, Veterans of Ket): +1 
  • 
  For each person who is paying for Rich lifestyle 
  or better: +1 
  • 
  For each person living off the wild: -1 
  • 
  If the PC’s lie about any part of their story, they 
  must make a Bluff check against Bijjana’s Sense 
  Motive. If they are unsuccessful: -10 
   
  If the PCs make their Diplomacy check, Bijjana quickly 
  signs the paper, and adds a note that they are deputized 
  only until midnight.  
   
  Bijjana will explain that: 
  • 
   They can arrest anyone suspected of breaking a 
  Law of Ket and bring the person before a Jurat 
  • 
  They can deal non-lethal damage to a Citizen of 
  Ket while placing them under arrest  
  • 
  They can enter private property during an 
  investigation or in pursuit of a fugitive or to stop 
  a crime.  
  • 
  The PCs do not have the power to sentence 
  anyone to stock time—anyone they arrest must 
  immediately be brought before a Jurat.  
  • 
  Their deputization ends at the stroke of 
  midnight; if they have someone in custody by 
  then, the person stays in custody, but if they are 
  in hot pursuit of a criminal, they must give up 
  the chase, since they immediately revert back to 
  their previous status. 
   
  If the PCs do not convince Bijjana of their story, he 
  refuses to sign, and asks them to leave. He will not 
  reconsider his decision unless the PCs present him with 
  stronger evidence—bringing the insane Chubin before 
  him, for instance, or having Neeve Greenvest the cobbler 
  testify about Chubin’s behavior. Bijjana will not make 
  these suggestions himself, so the PCs will have to think 
  of how to convince him on their own. Allow some player 
  creativity here. Convincing Bijjana to reconsider will give 
  the PCs another chance at a DC 25 Diplomacy check 
  using the same bonuses and penalties listed above. 
   
  If the PCs cannot get Bijjana to sign the paper, they 
  must work without any official authority. This may 
  hamper their ability to question people, and may also 
  result in the PCs being charged with lawbreaking at the 
  end of the adventure (trespassing on Grazelt’s property, 
  for instance) since they did so without official authority. 
   
  Note that Bijjana has nothing to add once the PCs 
  return from speaking either Grazelt or Varya. 
   
   
   Bijjana: male human (Baklunish) expert 7 (Sense 
  Motive +8). 
   
  TEMPLE OF AL’AKBAR: EZZATI  
  The temple of Al’Akbar is not especially large, but it is 
  prominently placed on a small hill at the edge of town. 
  Ezzati al’Mullah is the first person the PCs meet, working 
  in the garden with a hoe. Ezzati was not affected by the 
  Lantern last night.  
   
  She is not dressed in her robes, but in clothing 
  suited to weeding the garden. She does not identify 
  herself but simply asks if she can be of assistance. If she is 
  treated with disdain by any PCs (believing her to be a 
  simple gardener), this will color her reactions for the rest 
  of the encounter.  
   
  Ezzati is an older woman, in her 60’s, and once she 
  learns of the tragedy of Abouza, she is filled with alarm—
  Behbaha al’Mullah of Abouza is her daughter, and until 
  the PCs reassure her that Behbaha is safe, Ezatti will be 
  frantic with worry that her daughter was killed. 
  KET7-03 Balance of Harmony 
   
  Page 13 
  
   
  She readily agrees to put together a work party to 
  help the people of Abouza, and strips off her work gloves 
  and shoulders her hoe as she prepares to go inside. 
   
  If the PCs have not yet been to the Thresher Station, 
  she thanks them for coming to her first, but points out 
  that according to the laws of Ket, the Thresher station 
  should have been their first stop. She will refuse to 
  discuss the matter any further with them until they go to 
  the Thresher station. She will point out that it will take 
  her at least two hours to prepare to leave, so she will still 
  be at the temple for some time. 
   
  If the PCs have already been to the Thresher station, 
  Ezzati will be aghast with what has happened to 
  Chubin—she has often admired his devotion to the exact 
  interpretation of the Laws of Ket. She will be able to tell 
  the PCs that she officiated at the Ceremony of Anointing 
  for Armin bin Arzani, son of Arzani and Laila, the town’s 
  butchers. Everything seemed fine then. However, she has 
  seen far fewer people that normal at morning services 
  this morning—only a half dozen when there normally 
  would be 40. She has seen normal number of people on 
  the streets, so she doesn’t know why they didn’t come to 
  the service.  
   
  She doesn’t know what could have happened to the 
  town. She left shortly after her part in the ceremonies 
  was finished the previous evening, although she 
  understood there was to be entertainment later. 
   
  Note that Ezzati will have gone to Abouza by the 
  time the PCs finish talking with Grazelt and/or Varya, 
  and therefore will not be around to tell them anything 
  more. 
   
  BUTCHER SHOP: ARZANI AND LAILA 
   
  Before PCs interview Grazelt/Varya: Arzani and 
  Laila are the town butchers, and the sign above their door 
  displaying a lamb chop means their shop on the main 
  street is not hard to find. 
   
  The young parents were unaffected by the Lantern 
  because they didn’t have a chance to get close enough—
  they were too busy being congratulated and chatting 
  with family and friends to watch any of the street 
  entertainment.  
   
  They are in their butcher shop, Laila working behind 
  the counter while holding young Armin, and Arzani 
  working in the back room. If the PCs do not identify 
  themselves as investigators, Laila will talk to them by 
  herself, assuming they are just dropping by for gossip and 
  a steak. If PCs identify their purpose, she will summon 
  Arzani so the two of them can answer questions. They are 
  both Lawful and if the PCs show them their 
  authorization from Chubin, they will answer questions 
  without hesitation, using the following body of 
  information. 
  • 
  They held an Anointing Ceremony for their 
  young son Armin last night. The local mullah, 
  Ezzati al’Mullah, was in charge of the actual 
  ceremony. As is the custom, Armin and Arzani 
  supplied food and drink for the townsfolk, and 
  the happy couple did not begrudge it last night. 
  This morning they are not so certain they did 
  the right thing, for most of their customers have 
  been rude and overbearing—three have accused 
  Laila of cheating them by using crooked scales, 
  and one tried to shoplift a string of sausages. It 
  has been a very trying day so far for them, and if 
  anything, their customers’ behavior has been 
  getting worse as the day wears on. They have 
  just been trying to decide whether to close the 
  shop for the rest of the day. 
  • 
  Adding to the strangeness of the day, Armin’s 
  Protector, Jalaf the blacksmith, did not even 
  come to lunch as is customary on the day after 
  the Ceremony, and someone told Arzani that 
  Jalaf had been spotted leaving town this 
  morning, whistling and carrying a fishing pole 
  of all things! 
  • 
  Although they had originally planned to hire 
  only one act for the street festival—the local 
  entertainers Darabadara, who have a fire-eating 
  act—they ended up with TWO acts when the 
  famous puppeteer Jahanabad happened to walk 
  into their shop the very morning of the 
  Anointing. They asked if he would perform, 
  even though they were afraid that his services 
  would be very expensive, but when he found 
  out that the event was an Anointing Ceremony 
  for their firstborn, he refused any payment, 
  offering instead to perform for whatever coins 
  the locals would throw to him. It is a DC 30 
  Knowledge (Local–VTF) check, automatically 
  known by Ketite bards or members of the 
  Puppeteers of Ket, that puppeteers and bards of 
  Ket consider it very bad luck—or at least 
  extremely ill-mannered—to charge the parents 
  a fee to perform after an Anointing Ceremony.  
  • 
  (Neither Arzani or Laila will mention the 
  “jugglers” since they are totally unaware of the 
  monks’ visit to Jhallda last night.) 
  • 
  They heard about an incident involving Grazelt, 
  an Oeridian who has been hanging around town 
  for a few months, apparently some threats were 
  made against townsfolk, but they haven’t heard 
  any specifics. 
  • 
  If asked if they saw anyone suspicious, they do 
  not recall anyone.  
   
  KET7-03 Balance of Harmony 
   
  Page 14 
  
  After PCs interview Grazelt/Varya: The couple have no 
  new information to give to the PCs, unless someone asks 
  them about the “jugglers” or “tumblers”, in which case  
  Arzani and Laila are confused—a couple of customers 
  have mentioned jugglers, but they just assumed the 
  customers had had too much to drink last night. Arzani 
  and Laila only hired the puppeteer Jahanabad and the 
  local performers Darabadara. They did not see the 
  jugglers and know nothing about them.  
   
   
  COBBLER SHOP: NEEVE GREENVEST 
   
  Before PCs interview Grazelt/Varya: Neeve 
  Greenvest is the town cobbler, and was not affected by 
  the Lantern last night. He is currently hiding in his shop. 
  The shop is locked, but Neeve will timidly come and 
  peek through the curtains to see who is knocking. He 
  reluctantly opens the door if the PCs ask, and ushers 
  them into his shop. Everything in the front part of the 
  shop is human-sized—the chair to sit in, the footstool, 
  and half of the counter. Everything in the back half of the 
  store—including half of the counter—is halfling-sized. 
   
  Neeve is willing to answer questions if he is assured 
  that there will be no repercussions from the Threshers. 
  He has been known to drink too much in public before, 
  but usually he is just escorted home to sleep it off. Being 
  jailed overnight and then assaulted by Chubin has been a 
  shocking experience. He uses the following body of 
  information to answer questions. 
  • 
  He is the town cobbler, and makes shoes for all 
  sizes of feet (halfling, human, dwarf, even elf) 
  • 
  Last night he got a little too refreshed and 
  subsequently spilled wine on Grazelt, a 
  foreigner who’s been hanging around these 
  parts for a few weeks.  
  • 
  Grazelt is a curious character, just appears in 
  town in a bad mood, and then disappears for a 
  few days. There’s a rumor that Grazelt plays a 
  lute, but Neeve has never personally seen this. 
  • 
  Grazelt got angry when Neeve spilled the wine 
  on him, but he really went berserk when a 
  couple of villagers laughed at him and pointed 
  out that his robes were so discolored that 
  nobody could tell where the wine had been 
  spilt. Grazelt waved his hands in the air and 
  suddenly Neeve became terrified of everyone. 
  He ran screaming into the crowd, and took the 
  legs out from underneath Chubin, the Thresher 
  captain. 
  • 
  Chubin jailed him for public drunkenness, and 
  told him that he would decide how much stock 
  time Neeve would face in the morning;  
  • 
  This morning, instead of putting him in the 
  stocks, Chubin abruptly opened the door of the 
  cell, grabbed Neeve by the throat, struck him 
  and threw him out of the station. Neeve doesn’t 
  know whether to be grateful that he didn’t do 
  stock time, or terrified because he has never 
  seen Chubin strike anyone before. 
  • 
  If the PCs want more details of Grazelt, Neeve 
  refers them to Darabadara, the husband and 
  wife 
  entertainers—he 
  has 
  seen 
  them 
  occasionally talking to Grazelt in town, and saw 
  them packing up their stuff on the village 
  common after he got out of the Thresher Station 
  today. 
  After PCs interview Grazelt/Varya: Neeve Greenvest is 
  still in his shop when the PCs return. He has no new 
  information unless he is specifically asked about the 
  “jugglers”. He remembers the jugglers and tumblers well, 
  since he was standing in front of their “stage” when he 
  spilled wine on Chubin. He was watching them do their 
  tumbling routine, and in his inebriated state, he must 
  have started twisting and turning too, leading to the 
  spilling of his wine on Grazelt. There were five 
  performers, which he thought was quite extravagant for 
  Arzani & Laila—he knew they were well-off, but didn’t 
  know they had enough money to hire an entire tumbling 
  troupe. 
   
  VILLAGE COMMON: JAHANABAD 
   
  Before PCs interview Grazelt/Varya: Jahanabad is 
  the man in bright robes sitting beside his portable stage 
  on the village common. He is talking to a couple of the 
  village children, who run away as the PCs approach. He is 
  planning to move on to the village of Abouza next, to play 
  at the Dry Barrel tavern that night, but he knows it is 
  only five miles, and is in no rush to pack up his stage and 
  puppets and harness his horse to his wagon.  
   
  Because he was busy performing last night, he is 
  therefore both unaware of the monks’ visit to the town 
  last night and is unaffected by the Lantern.  
   
  It is a DC 15 Knowledge (Local–VTF) check for non-
  residents (DC 8 for Ket residents, may be attempted 
  untrained) to recognize Jahanabad as a well-known 
  puppeteer who most often travels across northern Ket. 
  He puts on an act as a vain primadonna, but he is actually 
  a very intelligent observer. He is willing to talk to the 
  party if they are reasonably polite to him.  
   
  Jahanabad uses the following body of information to 
  converse with the PCs.  
  • 
  Yesterday, while he was riding into town, he 
  saw a person in dark robes lying on top of a 
  hillside about a quarter mile outside the town, 
  apparently spying on the town. Last night, he 
  saw the same person slipping along the outside 
  of the crowd during one of his shows. From the 
  KET7-03 Balance of Harmony 
   
  Page 15 
  
  cut of the person’s robes, he believes the 
  stranger is also a foreigner. He looked for the 
  stranger later, but did not spot him in the 
  crowd. 
  • 
  He also saw Captain Chubin escorting a half-orc 
  barbarian to the northern town limits yesterday 
  morning. The half-orc made a rude gesture after 
  Chubin turned his back on him and then started 
  walking in the direction of the village of 
  Abouza, about 5 miles down the road. 
  • 
  Jahanabad, by a lucky chance, dropped into the 
  butcher’s shop yesterday morning and fell into 
  conversation with Laila, mother of a young 
  child. When she found out who he was (he 
  puffs his chest out a little in pride) she 
  immediately asked him to perform at her son’s 
  Anointing Festival street party last night. 
  • 
  In addition to the mysterious person in black, 
  he saw a foreigner in dirty multicolored robes 
  get into an argument with a halfling and 
  Jahanabad is sure the man threw a spell at the 
  halfling, who then ran screaming from the 
  scene. Jahanabad is not sure anyone else saw 
  that in the noise and confusion of the street 
  festival.  
  • 
  If told about the slaughter at Abouza, he is 
  shocked. The Dry Barrel tavern at Abouza was 
  going to be his next gig. He immediately begins 
  pack up, aiming to go to Abouza and help the 
  survivors, although this will take him a while. 
  (He will just be finishing up if and when the 
  PCs return from 4: Grazelt and/or 5: The Man in 
  Black.) 
  Fellow members of Puppeteers of Ket: He greets fellow 
  members of the Puppeteers of Ket warmly. He draws 
  them aside, drops his primadona act and tells the fellow 
  Puppeteer that something is very wrong in this town—
  the PC should investigate and be prepared to contact 
  someone in authority if they are able to confirm the 
  cause. 
   
  After PCs interview Grazelt/Varya: Jahanabad has just 
  finished packing his things when the PCs show up for 
  the second time. He has no new information unless the 
  PCs mention “jugglers” or “tumblers”. He then purses his 
  lips speculatively.  
   
  He does not remember seeing any other performers, 
  but now that he thinks about it, some people around the 
  corner from the village common were making “ooooing” 
  and “aaahhing” sounds during one of his performances, 
  and there was even applause. 
   
  Thinking on it further, he remembers seeing a small 
  caravan of two wagons heading south out of the village 
  relatively early in the evening. He had thought it curious, 
  since most caravaneers would gladly stop their caravans 
  for the night and join in the street festival, rather than 
  traveling at night. 
   
  He is troubled by this news, since he prides himself 
  on knowing all of the “acts” that are performing in a 
  given area, and he us unaware of a juggling troupe 
  operating in northeastern Ket at this point in time. 
   
    
  VILLAGE COMMON: DARAB & DARA 
   
  Before PCs interview Grazelt/Varya: The man and 
  woman standing beside their stage gear are a married 
  couple in their 30’s, Darab (husband) and Dara (wife). 
  Together, they form a fire-eating stage act known as 
  Darabadara. They are well known locally since they are 
  actually farmers who live about 10 miles away and 
  perform in their spare time.  
   
  They are usually witty, but today things are not 
  going well. Darab was unaffected by the Lantern, but 
  Dara was affected, and has been uncooperative, 
  depressed, argumentative and out of sorts all day. Darab 
  doesn’t know what has affected his wife, but he is 
  worried. 
   
  If the PCs try to talk with the couple, Dara refuses to 
  cooperate and walks off to moodily sit under a nearby 
  tree. Darab will quietly talk with the PCs, communicating 
  his unease with his wife’s behavior, as well as answering 
  the PCs’ questions from the following body of 
  information: 
  • 
  They were hired by Arzani & Laila to perform at 
  their son’s Anointing Ceremony. 
  • 
  The performance went well, and they made a 
  good bit of coin from the crowd on top of their 
  payment from Arzani & Laila.  
  • 
  During their act, Darab saw a man in black 
  skulking around at the back of the audience. 
  • 
  Neeve Greenvest the cobbler ran through their 
  act at one point in time, nearly getting fried 
  alive, since Dara was breathing fire at that point. 
  Neeve was screaming something about Grazelt 
  as he disappeared. Shortly after that, Darab saw 
  Neeve scuffling with Captain Chubin of the 
  Threshers. 
  • 
  Grazelt is a foreign bard who has been hanging 
  around the area for a few months, playing 
  occasionally at some of the local taverns. Darab 
  and Dara befriended him when they both 
  performed in the town of Bayat about a month 
  ago. Although they have never been on to 
  Grazelt’s property, they know where he lives, 
  and Darab is able to give accurate directions to 
  his place, as well as the fact that the property is 
  marked by a high fence with one gate. 
  KET7-03 Balance of Harmony 
   
  Page 16 
  
  Dara refuses to cooperate about what she saw or heard 
  last night, no matter what threats or entreaties are made 
  by the party or anyone else. 
   
  Darab is unable to get Dara to help him pack up, and 
  if and when the PCs return from 4: Grazelt and/or 5: The 
  Man in Black, the couple will still be on the village 
  common. See 6: Return to Jhallda  for details. 
   
   
  After PCs interview Grazelt/Varya: Darab has just 
  about finished packing up, getting no help from Dara, 
  who is still seated under a tree, in a sulk. If “jugglers” or 
  “tumblers” are mentioned, he will recall them, since the 
  tumbling show was just around the corner. However, his 
  wife Dara actually went to watch part of the show and 
  talk to them, and Darab will ask her to come and speak 
  with the PCs, which she will do reluctantly.  
   
  If someone asks Dara about this, she will respond 
  morosely that they were great. She realized last night 
  how pitiful an act Darabadar was in comparison, and had 
  approached one of the tumblers, a woman her own age, 
  asking how she could become one of them. The woman 
  had hesitated, and then given her something before 
  climbing on to the wagon and leaving. 
   
  If the PCs politely ask to see what she had been 
  given, she reluctantly shows them a small book. It is an 
  introduction to the basic steps of mental and spiritual 
  exercise needed to become a monk of Xan Yae. Dara is 
  depressed because the book emphasizes that Neutrality is 
  necessary in one’s entire approach to life to achieve one 
  between spirit and body. Last night, Dara thought she 
  could achieve this, but as her new alignment of Chaotic 
  Neutral grows stronger and stronger, she rejects this 
  approach as too passive, and realizes she can never 
  achieve the peace of mind necessary to improve her 
  performance. 
   
  If any PC asks her what the woman’s name was, she 
  doesn’t know, but one of the monks called her something 
  that started with an “N”. “Nallmay” perhaps? 
   
   
  THE CAT’S CUP TAVERN: STIVO 
   
  Before PCs interview Grazelt/Varya: The sign over 
  the door shows a cat dressed in clothes holding a mug of 
  ale. Inside, the common room is half full, but instead of 
  the usual murmur of conversation, there is a sullen 
  silence. The owner looks up from behind the bar. He is a 
  handsome man, but he currently has a sour look on his 
  face. He was affected by the Lantern, and now only 
  wishes to be rid of everyone; the only reason he doesn’t 
  close is because he wants to make more money. He takes 
  orders for drinks without comment, and if any of the PCs 
  tries to start a conversation, he moves to the other end of 
  the bar and cleans glasses. If the PCs try to order food, the 
  cooks did not show up for work today. 
   
  If the PCs show Stivo their authorization to 
  investigate, he shrugs and answers questions in a 
  lackluster, unwilling tone, with lots of attitude. 
  • 
  He closed the Cat’s Cup last night, since 
  everyone was outside at the street festival. 
  • 
  He wandered outside for a while, was just about 
  knocked over by Captain Chubin chasing Neeve 
  Greenvest the halfling cobbler.  
  • 
  On his way back to the tavern, he saw a man in a 
  dark cloak slipping up the alley between the 
  tavern and the next shop, but by the time he got 
  to the mouth of the alley, there was no sign of 
  the man. 
   
  After PCs interview Grazelt/Varya: If jugglers are 
  mentioned, Stivo will agree there were jugglers, but he 
  doesn’t know anything else. 
   
  THE CAT’S CUP TAVERN: ARA 
   
  Before PCs interview Grazelt/Varya: Ara, the 
  object of Abtum’s affections (see The Stocks: Abtum 
  above), is a serving wench in the tavern. She has been 
  affected by the Lantern, and her alignment of Neutral 
  Good has been changed to Chaotic Good. She is 
  uninterested in discussing the events of last night with 
  the PCs, but surmising they are adventurers, she will ask 
  them in an excited whisper if they want to help her. She 
  is plotting to break Abtum out of the stocks tonight, and 
  then hide in the forest with him for the rest of their lives. 
  She is very excited by this idea, and cannot be dissuaded 
  from this plan of action.  
   
  If the PCs indicate that they will not help her, she 
  will walk away and refuse to talk with them any more.  
   
  If the PCs use their powers of deputization to arrest 
  her, she will attempt to run away, laughing hysterically. 
  If caught, she will go along to wherever the PCs take her, 
  chattering all the time about how Abtum is just 
  misunderstood, and what this country needs is fewer 
  laws about petty theft and more rules about letting people 
  do what they want. 
   
   
  After PCs interview Grazelt/Varya: Ara refuses to talk 
  to the party (assuming the party turned down her request 
  to help free Abtum) unless they ask her about the 
  jugglers or tumblers. Her mood immediately changes 
  and she claps her hands excitedly as she tells them about 
  the wonderful act she watched. First there was 
  tumbling—flips through the air, handstands on one 
  hand, then flips over handstands—there was more, but 
  she was momentarily distracted by an argument between 
  Neeve Greenvest and some human. By the time she 
  turned back to the act, they had formed a human pyramid 
  that opened up to look like a flower. Then the juggling 
  KET7-03 Balance of Harmony 
   
  Page 17 
  
  started—juggling like she had never seen before, starting 
  with three, then four then five balls tossed between two 
  people and progressing to a dozen or more razor sharp 
  knives tossed in a complicated pattern between all five 
  performers. And somehow the pattern of the flashing 
  steel in the torchlight also turned into an enormous 
  flower. 
   
  At the end of the performance, the crowd begged for 
  more and showered them with coins, but the woman in 
  charge of the jugglers turned down all offers and in five 
  minutes, without even changing, the jugglers had packed 
  up their portable stage and their caravan headed out of 
  town to the south. The only person who got a chance to 
  talk with the woman in charge of the jugglers was Dara, 
  one of the fire-eaters. Ara saw the woman give Dara 
  something before she left. 
   
  The last thing Ara remembers seeing of the jugglers 
  was a brief flash of blue-white light from one of the 
  caravans as someone slipped inside. 
   
  THE WANDERER’S LAST STOP:  CURRAN 
   
  Before 
  PCs 
  interview 
  Grazelt/Varya: 
  The 
  Wanderer’s Last Stop is an inn on the south road at the 
  outskirts of town. There is a well-maintained shrine to 
  Fharlaghn beside the inn. The inn itself was built by 
  worshippers of Fharlaghn, and its current proprietor is an 
  elderly but still very fit Baklunish man, Wanderer 
  Curran. Although the monks passed by the inn last night 
  on their way out of town, Najmeh took the Fist out of the 
  Lantern just before the caravan reached the inn, so 
  Curran was not affected.  
   
  He greets all travelers with a smile and handshake, 
  and will use the following body of information to answer 
  questions from the party: 
  • 
  The Wanderer’s Last Stop was founded by 
  priests and followers of Fharlaghn, and serves as 
  a “temporary rest stop” for a Wanderer of 
  Fharlaghn who is too old to travel the roads any 
  more. The retired Wanderer becomes the inn’s 
  proprietor in his declining years, and when he 
  finally “joins Fharlaghn on the greatest 
  journey”, another retiring Wanderer will take 
  his place as the inn’s proprietor.  
  • 
  Wanderer Curran has been the proprietor here 
  for about three years. He traveled all over the 
  Flanaess during his youth and middle years, and 
  will gladly exchange stories of his adventures 
  with the PCs.  
  • 
  The first question Curran will ask is what news 
  the travelers bring. News of the unrest to the 
  north has not yet reached Curran’s ears, and he 
  will listen with interest if the PCs tell him of 
  Abouza. He is primarily interested in how this 
  will affect travel, or course, and may ask the PCs 
  if they think the Threshers will close the road 
  through Abouza while they investigate. He will 
  also ask if there is anything widespread or 
  political about this. He has no opinions himself 
  at this point, and will listen to whatever theories 
  the PCs may have at this point with some 
  interest. 
  • 
  He does have rooms available, if the PCs wish to 
  rest here tonight. 
  • 
  If asked what travelers he has seen recently, 
  Curran will list the following, representing the 
  past 24 hours: 
  o 
  Sixteen local farmers entered the town 
  bringing produce for sale.  
  o 
  A man in brightly colored robes on a 
  wagon 
  entered 
  town, 
  likely 
  a 
  puppeteer from the looks of him 
  o 
  Four caravans of varying sizes (2 
  wagons, 4 wagons, and two that had 6 
  wagons. Three were heading south out 
  of town, one was heading north into 
  town.) 
  o 
  43 travelers of all ages arriving from 
  the south, likely for the Anointing 
  Ceremony last night. The same 
  number 
  leaving 
  this 
  town 
  this 
  morning, heading south. (Curran will 
  add, if asked about their demeanor, 
  that they seemed somewhat subdued, 
  which he puts down to hangovers.) 
  o 
  the performers known as Darabadara 
  entered town yesterday 
  o 
   a person dressed in black clothes with 
  a foreign cut entered town last night 
  after sundown 
   
   
  Wanderers of Fharlanghn: Any members of the 
  Wanders of Fharlaghn who give Curran news of the road 
  (massacre at Abouza, for instance), receives the AR 
  reward Wanderer.  
   
   
  After PCs interview Grazelt/Varya: Wanderer Curran 
  has no new information for the party, even if they 
  mention “jugglers and tumblers”, because he didn’t see 
  any of the entertainment last night. But if the PCs ask 
  about the small caravan that left town last night, he will 
  become thoughtful, and then mention that he thought it 
  was a bit curious—the first wagon in the caravan had 
  some sort of light glowing inside it—a blue-white light 
  that dimly lit the canvas from the inside. But just as the 
  wagon drew near to his inn, the light inside the wagon 
  went out.  
  KET7-03 Balance of Harmony 
   
  Page 18 
  
   
  If asked to estimate how far the caravan could have 
  gotten, he says it should have reached the next town 
  down the road, Bayat, sometime during the night—or 
  more likely, the caravan probably stopped outside of 
  town and started again first thing in the morning, in 
  which case they would have reached Bayat about noon 
  today. After that? He shrugs… 
   
  THE BLACKSMITHY 
  The blacksmith’s shop is closed and locked. A note 
  pinned to the door says in Common, “Gone Fishing” 
   
  If the party breaks into the smithy, they find 
  nothing out of the ordinary. The fire is in the forge is out, 
  and the coals cold. A number of cartwheel hoops lie 
  neatly stacked nearby, but a number of other hoops are 
  only half-formed. There is a small shelf of books here, all 
  technical manuals for various smithing projects and 
  techniques. One of them is badly damaged by water 
  immersion, and is mostly illegible. 
   
  THE RIVER 
   
  Before PCs interview Grazelt/Varya: Going down 
  to the river, the party will find Jalaf the blacksmith at his 
  favorite fishing spot. He usually only fishes on Godsday 
  afternoon, but with his new alignment shift from LG to 
  CG, Jalaf is unconcerned with the fact that he is supposed 
  to be having lunch with the butchers today as the 
  Protector of their child, or that he has a large order of 
  cartwheel hoops to make. He is quite happy to spend the 
  day fishing, and invites the PCs to join him.  
   
  If they ask him about Abtum “borrowing” his book, 
  he feels kind of bad that he reported Abtum to Captain 
  Chubin. Now that he thinks about it, he should have just 
  invited Abtum to come fishing with him. 
   
  After PCs interview Grazelt/Varya: Jalaf is still 
  fishing. If he is asked about the jugglers, he tells them 
  about the show, which he thought was pretty good. He 
  saw Neeve Greenvest run screaming out of the crowd 
  while they were juggling knives, and he thought Neeve’s 
  reaction was a bit over the top—the knife juggling was 
  scary, but not that scary! 
    
  4: GRAZELT THE SORCERER 
  About a fifteen-minute walk down the road leading 
  out of town, then down a quiet lane, then down 
  another smaller lane, and finally along a small path 
  through a forest, you suddenly come to a wooden 
  archway with copper wire decoratively wound around 
  the posts. It is about 10 feet high, with graceful 
  lettering carved across the arch. Nailed to the right-
  hand post of the archway, a small piece of parchment 
  flutters in the breeze. Heading off into the forest 
  from either side of the archway, a ten-foot wooden 
  fence 
  decoratively 
  wound 
  with 
  copper 
  wire 
  apparently marks the boundary of someone’s property 
  here. 
   
   
   
  Give players Player Handout 3: The Archway.  
   
  The small piece of paper nailed to the arch reads in 
  Common: “Stay out or die.” 
   
  The lettering carved into the archway is in Common:  
   
  RENEW THY CUP, LET EVERY DAY 
  REFRESHETH THOU WHO WISH TO STAY. 
   
  It is a DC 20 Intelligence or DC 18 Bardic Knowledge 
  check to see a hidden pun: “cup let” could also mean 
  “couplet”.   
   
  If anyone does a reconnaissance of the fence, it 
  encloses an area perhaps a quarter mile by a quarter mile. 
   
  Trap: 
   
  The archway and fence are magically trapped. In order to 
  pass in through the archway safely, any Humanoids must 
  recite a rhyming couplet which must consist of two 
  rhyming lines of at least 4 syllables each. In addition, 
  every person must use a new and unique couplet each 
  time he or she wishes to pass in through the arch. In 
  other words, each PC must use a couplet that is different 
  from everyone else’s to enter AND each PC must then 
  think up and use a brand new couplet in order to safely 
  leave the property. Leaving the property through the arch 
  or out over the wall does not trigger the trap.  
   
  The couplets can be spoken in Common, Oeridian, 
  Baklunish, Suloise, Flan or any language native to any 
  legal starting races of LG except asherati, huelenar, or 
  rhopan. (Assume that any couplet the PCs use has not 
  been used by Grazelt before.) 
   
  Effect: 
  Triggering the magical trap summons an earth elemental 
  just inside the gate, or just inside the fence if it is being 
  climbed. The elemental attacks the target for 7 rounds 
  (not traveling outside the estate however) before 
  vanishing again. It is entirely possible, even likely, that 
  multiple elementals will be summoned at one time, or on 
  a staggered rotation, and one character could summon 
  several on his or her own by going back and forth, thus 
  the estimated difficulty of this trap. Each elemental is 
  triggered as if the trap was readied, the elemental appears 
  as the character (or other creature) passes in through the 
  gate (or over the wall), and takes its full normal action on 
  the trap's rolled initiative (so that all elementals act 
  together). Consider the trap to have the same modifier 
  for initiative as the elementals summoned for this 
  KET7-03 Balance of Harmony 
   
  Page 19 
  
  purpose, as soon as the first one is summoned go into 
  initiative (no surprise) as it appears. 
   
  Exceeding the Disable Device check by 10 enables 
  the PC to know how to bypass the trap by reciting a 
  couplet. 
   
  Without a successful Disable Device check, possible 
  solutions could include  
  • 
  passing through singly and then defeating only 
  one elemental at a time;  
  • 
  using magic to bypass the archway and fence 
  altogether such as dimension door or fly, (must 
  be at least 40 feet up in order to not trigger the 
  trap)   
  • 
  Solving the riddle and reciting a couplet before 
  entering. 
   
  Reciting a couplet only bypasses the trap when 
  passing under the archway, not when climbing the 
  fence—climbing the fence even after reciting a couplet 
  still triggers the trap unless the trap has been disabled. 
   
  APL 2 (EL 3) 
   
  Small Earth Elemental Trap: CR 3; magical device; 
  proximity trigger; automatic reset; riddle bypass; magical 
  effect summons one small earth elemental (hp 14; 
  Monster Manual 97) for 4 rounds; Search DC 21; Disable 
  Device DC 19. 
   
  APL 4 (EL5) 
   
  Medium Earth Elemental Trap: CR 5; magical 
  device; proximity trigger; automatic reset; riddle bypass; 
  magical effect summons one medium earth elemental 
  (hp 36; Monster Manual page 97); Search DC 23; Disable 
  Device DC 21. 
   
  APL 6 (EL 7) 
   
  Large Earth Elemental Trap: CR 7; magical device; 
  proximity trigger; automatic reset; riddle bypass; magical 
  effect summons one large earth elemental (hp 80; 
  Monster Manual 97); Search DC 25; Disable Device DC 
  23. 
   
  APL 8 (EL 9) 
   
  Huge Earth Elemental Trap: CR 9; magical device; 
  proximity trigger; automatic reset; riddle bypass; magical 
  effect summons one huge earth elemental (hp 176; 
  Monster Manual 97); Search DC 27; Disable Device DC 
  25. 
   
  APL 10 (EL 11) 
   
  Greater Earth Elemental Trap: CR 11; magical 
  device; proximity trigger; automatic reset; riddle bypass; 
  magical effect summons one greater earth elemental (hp 
  231; Monster Manual 97); Search DC 29; Disable Device 
  DC 27. 
   
  APL 12 (EL 13) 
   
  Elder Earth Elemental Trap: CR 13; magical device; 
  proximity trigger; automatic reset; riddle bypass; magical 
  effect summons one greater earth elemental (hp 264; 
  Monster Manual 97); Search DC 31; Disable Device DC 
  29. 
   
   
  Regardless of how they enter, all PCs find 
  themselves on a path leading to the centre of the 
  property. 
   
  You think you hear music in the distance. Coming to 
  the end of the trail through the forest, you peer 
  cautiously out across a small clearing. A man dressed 
  in multicolored but tattered robes is lying in a 
  hammock strung between two trees, playing the lute 
  and singing a merry madrigal in some language other 
  than Common. 
   
  The man is Grazelt, a somewhat timid sorcerer/bard who 
  masks his reticence by pretending to be bad-tempered. 
  He is originally from Keoland in the Sheldomar Valley, 
  but is stranded in Ket for a while since he is unwilling to 
  cross the Bissel-Ket border while there is the threat of 
  warfare. He has heard of people from the Sheldomar 
  Valley being jailed by Threshers for no reason, especially 
  down south, so he has decided to hole up here and lay 
  low for a while. He makes money by playing at the local 
  taverns. He is not a resident or Citizen of Ket, but knows 
  enough to keep his worship of Olidamarra a secret while 
  in Ket, since he is aware that it is against the law.  
   
  He did watch a bit of the monks’ show last night in 
  Jhallda, but was not affected by the Lantern and Fist.  
   
  He is singing in Oeridian: 
   
  To make good wine is the highest art and skill, 
  With the plumpest grapes,  
  wooden barrels do we fill. 
  With a jest and a ho! and a hey nonny nonny, wooden 
  barrels do we fill. 
   
  Turning grapes to wine is the vintner’s special trick, 
  Leave the water, leave the bread,  
  it’s his wine that we do pick,  
  With a jest and a ho! and a hey nonny nonny, 
  It’s his wine that we do pick 
   
  Yes, the vintner stands head and shoulders up above 
  And we toast him with the labor of his love 
  With a jest and a ho! and a hey nonny nonny,  
  with the labor of his love. 
  KET7-03 Balance of Harmony 
   
  Page 20 
  
   
  For as much as I wish to wear the vintner’s crown, 
  It is better by far to drink the wine all down! 
  With a jest and a ho! and a hey nonny nonny,  
  I would rather drink than make it! 
   
  Only PCs who speak Old Oeridian (or make a DC 15 
  Decipher Languages check) will understand the song, 
  and only they can then make a DC 20 Knowledge 
  (religion) or a DC 18 Bardic Knowledge check to know 
  that this madrigal is actually a hymn to Olidamarra. If 
  this fact is then shared with non-Oeridian speakers, any 
  Ket resident automatically knows (DC 15 Knowledge 
  (Local–VTF) for non-residents) that the worship of 
  Olidamarra is illegal in Ket, punishable by some time in 
  the stocks and confiscation of any materials dedicated to 
  Olidamarra 
   
  (If a PC who understands the words takes the time to 
  translate them into a language that the non-Oeridian 
  speakers can understand, the non-Oeridian speakers can 
  then make a DC 25 Knowledge (Religion) or DC 23 
  Bardic Knowledge check to know that this madrigal is 
  actually a hymn to Olidamarra. Non-Oeridian speakers 
  have to achieve a higher DC than Oeridian speakers 
  because the translation they are given will lose some of 
  the finer subtleties that mark this as more than an 
  ordinary drinking song.) 
   
  Grazelt is blissfully unaware that anyone is on his 
  property, trusting that his trap will discourage visitors, 
  and will continue to sing as long as the PCs watch. 
  (Grazelt takes a –10 penalty to his Spot checks versus the 
  party’s Hide checks; this is reflected in his Spot check 
  below.) If Grazelt spots the visitors, or if they make 
  themselves known, he leaps to his feet, demanding to 
  know what they are doing on private property, (using 
  Intimidate) and threatens to go to the Threshers with 
  news of this abrogation of Ket law. (PCs with Chubin’s 
  authorization signed by Bijjana al’Mullah may add a +10 
  to their Sense Motive versus his Intimidate, since they 
  know they have the legal right to be here.) 
   
  If the PCs confront him either with their temporary 
  Thresher appointment, or with the fact that he is an 
  Olidimarra worshipper, or spell out to the tragedy in the 
  village of Abouza last night, Grazelt’s indignation 
  instantly evaporates, and he meekly agrees to cooperate, 
  providing the following responses to questioning: 
  • 
  He had been in Jhallda the previous evening for 
  the festivities, but left when Neeve Greenvest 
  the halfling cobbler spilled a cup of wine over 
  his best robe. (He attempts to show the PCs the 
  stain, but the robe is such a riot of colors and 
  there are so many other stains besides that it is 
  impossible for him to find the exact wine stain.) 
  • 
  After several citizens of Jhallda had laughed at 
  him and inferred that the wine stain made his 
  robes look better, he had denounced the town, 
  cursed it loudly, and threatened to get even with 
  everyone, and had doubtless been overheard by 
  many of the townsfolk. However, he didn’t 
  think he would be taken seriously, since he 
  regularly makes this same threat against 
  someone in town or the town in general about 
  every two weeks. 
  • 
  He will not volunteer that he threw a spell at 
  Neeve Greenvest, but if any PC brings this up, 
  he will readily confess that he lost his temper 
  and cast cause fear on the halfling cobbler. 
  • 
  Although he found the puppet show enjoyable, 
  he was only starting to watch the jugglers and 
  tumblers when Neeve spilled wine on him. (If 
  the adventurers have not spoken to Varya yet, 
  this is the first mention of the juggling show.) 
  He was especially impressed at the end of the 
  act when the five jugglers juggled what seemed 
  like 30 knives between them at the same time. 
  • 
  If questioned about the Fist of Emirikol, Grazelt 
  knows nothing about it except by reputation (an 
  item full of the Chaotic powers of the great 
  mage Emirikol.) If questioned about the 
  Lantern of Dharmal, he knows nothing about it. 
  • 
  Grazelt has heard nothing about the massacre in 
  Abouza, and is clearly shocked by the news. He 
  often plays gigs at the Dry Barrel tavern, and 
  immediately wants to go and see if he can 
  provide any aid to the village. 
   
  Grazelt will initially protest against a search of his hut 
  and belongings, and a DC 17 Sense Motive will reveal 
  that he is trying to hide something. If pressed—and since 
  he is clearly outnumbered—he will submit to a search of 
  his hut and belongings. Searching in and around his hut 
  turns up nothing except another robe (Grazelt’s old robe, 
  which is in worse shape than the one he is wearing), 
  some spare lute strings, and some food and drink. A DC 
  20 Search check finds a book of ballads and songs 
  devoted to Olidamarra inside a hidden compartment of 
  Grazelt’s lute case.  
   
   
  BROTHERHOOD OF SORCERY 
  All members of the Brotherhood of Sorcery will 
  automatically know that the law requires all spontaneous 
  casters of spells to be registered with the local 
  chapterhouse of the Brotherhood of Sorcery, and that as 
  members of the Brotherhood, they have the right to ask 
  Grazelt for his registration card. (Grazelt did not register 
  with the Brotherhood.) 
  KET7-03 Balance of Harmony 
   
  Page 21 
  
   
  Any member of the Brotherhood of Sorcery who 
  ascertains that Grazelt is not registered, and has cast a 
  spell (the cause fear on Neeve Greenvest the previous 
  night), and reports him to the Brotherhood at the end of 
  the adventure, earns the AR reward Brotherhood. 
   
   
  Grazelt: CG male human (Oeridian) sorcerer 2/bard 
  3/rogue 3/cleric 1 (Sense Motive +3, Intimidate +6, Spot 
  +3 {currently -7}). 
   
  Development: The PC’s may decide to visit the hilltop 
  where Varya was watching the town; in this case, go to 5: 
  The Man in Black. 
   
  Or the PCs may simply return to Jhallda to seek out 
  more clues or confirm what they found out; in this case, 
  go back to 3: Asking around Jhallda. If the PCs now ask 
  anyone in town about the jugglers, they will get more 
  new information.  
   
  5: THE MAN IN BLACK 
  The mysterious man in black mentioned in the village is 
  actually a woman, Varya. She is from Furyondy, and has 
  been hired to find the stolen Fist of Emirikol. A 
  divination has led her to this area, where she has been 
  walking through the local towns for the past week, 
  listening and waiting for a sign of the Fist. 
   
  She was initially dogged by servants of Iuz in 
  Furyondy, but had thought she had left them behind 
  when she entered Ket. However, they have finally caught 
  up to her. 
   
  If the PCs decide to investigate the hilltop south of 
  town where the man in black was seen spying on the 
  town, they arrive just as combat is ending. 
   
  You are just coming up to the crest of the hill, when a 
  strange otherworldly shriek from the other side of 
  the hill stops you in your tracks. You hear a spell 
  being cast by a human voice—a woman’s voice—
  followed by an explosion. The creature roars in anger. 
  There are further sounds of battle, and then a 
  woman’s scream. The inhuman shrieks start again, but 
  this time they are triumphant.  
   
   
  A successful Spellcraft check will reveal the spell 
  cast to be scorching ray.  
   
  If the PCs freeze and do nothing, they will hear 
  someone singing in orc (a victory song, if anyone speaks 
  orc). By the time they climb the hill, Gronk will have 
  killed Varya, looted her body of everything, then 
  departed. A DC 15 Heal check will reveal Varya died of 
  massive wounds caused by an edged weapon. 
   
  However, if the PCs immediately run to the top of 
  the hill when they hear the sounds of combat, they will 
  see the end of the fight happening 120 feet away, in the 
  shallow valley before them. Once the characters can see 
  the scene: 
   
  As you top the rise, a battle is just ending in the 
  shallow valley before you. A woman, her bright red 
  hair freed from her black robes by her exertions, falls 
  to the ground, bleeding heavily. Her vanquisher, 
  immediately identifiable by her piggy face as an orc, 
  grunts and sings in triumph as she wheels her mount 
  around in a victory dance, brandishing her massive 
  greataxe over her fallen victim. On her breastplate is 
  emblazoned a white skull. As the orc continues to 
  celebrate, you become aware that the mount is not as 
  mundane as its owner.  
   
  At APLs 2-4: 
  At first glance, it is a normal horse, albeit coal black 
  in color. But the glowing red eyes give away its 
  otherworldly origins even at this distance. 
   
  At APLs 6-8 
  At first glance, it is a normal horse, albeit coal black 
  in color. But the flames wreathing its steely hooves 
  and trailing from its flared nostrils give away its 
  otherworldly origins, even at this distance. 
   
  At APLs 10-12: 
  Resembling a very large elephant crossed with a 
  bulldog, this creature stands 14 feet at the shoulder, 
  and has a massive, oversized head with jutting, ragged 
  teeth and hanging jowls. It opens its mouth in a 
  celebratory yawn, revealing a gaping maw fully 8 feet 
  wide and 7 feet from top to bottom.  
   
  It is a DC 9 Knowledge (Religion) check—can be 
  attempted untrained—to recognize the white skull on 
  Gronk’s breastplate as the symbol of Iuz. (This is known 
  automatically by any PC from the Iuz Border States 
  metaregion.) 
   
   Gronk, the orc that  attacked  Varya, has just 
  brought  her to -3 hp, and if PCs do nothing, Gronk will 
  continue her victory dance for 2 rounds, then dismount, 
  quickly apply a coup de grace which will kill Varya, then 
  loot Varya's body and depart. The PCs will not gain any 
  xp or treasure from this encounter, and will also fail to 
  gain important information from Varya.  
   
  However, if the PCs intervene or otherwise gain her 
  attention, or if Gronk spots the PCs, she immediately 
  attacks the party. 
   
   
  APL 2 (EL 4) 
   
  Gronk: Orc Barbarian 1; hp 11 (13); See Appendix 1. 
   
  Fiendish Heavy Warhorse:  hp 36; See Appendix 1. 
  KET7-03 Balance of Harmony 
   
  Page 22 
  
   
  APL 4 (EL 6) 
   
  Gronk: Orc Barbarian 5; hp 55 (65); See appendix 1. 
   
  Fiendish Heavy Warhorse:  hp 36; See Appendix 1. 
   
  APL 6 (EL 8) 
   
  Gronk: Orc Barbarian 5; hp 55 (65); See appendix 1. 
   
  Advanced Nightmare: hp 90; See Appendix 1. 
   
  APL 8 (EL 10) 
   
  Gronk: Orc Barbarian 9; hp 99 (126); See appendix1. 
   
  Advanced Nightmare: hp 90; See Appendix 1. 
   
  APL 10 (EL 12) 
   
  Gronk: Orc Barbarian 9; hp 99 (126); See appendix 1. 
   
  Mivilorn: hp 372; See Appendix 1. 
   
  APL 12 (EL 14) 
   
  Gronk: Orc Barbarian 13; hp 156 (208); See 
  Appendix 1. 
   
  Mivilorn: hp 372; See Appendix 1. 
   
  Tactics:  
   
  All APLs: Gronk has Mounted Combat and doesn't 
  hesitate to use it to protect her mount. She will also 
  attempt to take cover behind her mount if it seems like it 
  might help, as per the Ride skill. She'll Rage at the first 
  sign of trouble. Both the mount and Gronk will stay on to 
  fight to the death if the other is killed. 
   
  APL 4: Gronk will use her piercer cloak to get a +1d6 
  damage against targets smaller than her mount, since she 
  has got higher ground in this case, unless she has had to 
  use her mindarmor ability to protect herself. She will also 
  put her Ride-By attack to good use. 
   
  APL 6: Gronk will use her piercer cloak to get a +1d6 
  damage against targets smaller than her mount, since she 
  has got higher ground in this case, unless she has had to 
  use her mindarmor ability to protect herself. She will also 
  put her Ride-By attack to good use. She is mounted on a 
  nightmare, and although it is protected by its smoke 
  ability, she is not. 
   
  APL 8: Gronk will use her piercer cloak to get a +1d6 
  damage against targets smaller than her mount, since she 
  has got higher ground in this case, unless she has had to 
  use her mindarmor ability to protect herself. She is 
  mounted on a nightmare, and although it is protected by 
  its smoke ability, she is not. She is wielding a Longaxe, 
  and will use it as a reach or normal weapon as seems 
  appropriate. 
   
  APL 10 & 12: Gronk will use her piercer cloak to get 
  a +1d6 damage against targets smaller than her mount, 
  since she has got higher ground in this case, unless she 
  has had to use her mindarmor ability to protect herself. 
  She is wielding a Longaxe, and will use it as a reach or 
  normal weapon as seems appropriate. She'll get her 
  mivilorn to charge the biggest fighter she can see, hoping 
  to swallow it whole and make the combat easier. 
   
  Treasure:  
   
  APL 2: Loot 53 gp; Total 53 gp. 
   
  APL 4: Loot 63 gp; Magic 437 gp; +1 mindarmor 
  breastplate (362 gp), piercer cloak (75 gp); Total 500 gp. 
   
  APL 6: Loot 63 gp; Magic 437 gp; +1 mindarmor 
  breastplate (362 gp), piercer cloak (75 gp); Total 500 gp. 
   
  APL 8: Loot 128 gp; Magic 964 gp; +1 longaxe (194 
  gp), +1 mindarmor breastplate (362 gp), piercer cloak (75 
  gp), +2 gauntlets of strength (333 gp); Total 1092 gp. 
   
  APL 10: Loot 128 gp; Magic 964 gp; +1 longaxe (194 
  gp), +1 mindarmor breastplate (362 gp), piercer cloak (75 
  gp), +2 gauntlets of strength (333 gp); Total 1092 gp. 
   
  APL 12: Loot 128 gp; Magic 3380 gp; +2 longaxe (694 
  gp), +2 mindarmor breastplate (612 gp), piercer cloak (75 
  gp), +4 belt of strength (1333 gp), +2 gloves of dexterity 
  (333 gp), +2 amulet of health (333 gp); Total 3508 gp. 
   
   
  IF GRONK IS DEFEATED 
  If the party defeats Gronk and saves Varya from death (or 
  raises or resurrects her otherwise), she will introduce 
  herself as Varya from Furyondy. Varya is a beautiful 
  woman of mixed blood with fair skin and bright red hair. 
  She will not reveal anything further about herself unless 
  the PCs show her their authorization from Chubin or tell 
  her the mysterious goings on in the area. If she is able to 
  infer from their explanations that non-Lawful or Chaotic 
  events have occurred in the past day, she will be eager to 
  exchange information, and will respond to questioning 
  using the following information. 
  • 
  She is here on a mission to find a stolen item 
  called the Fist of Emirikol. As its name suggests, 
  it is a fist-sized piece of bone with mysterious 
  runes carved into its service. It was reputedly 
  made by a mage called Emirikol, who imbued it 
  with his Chaotic magic. She knows it is a great 
  instrument of Chaos used for many years by the 
  mage Emirikol, but she cannot say what its 
  powers are or how it is used. It was stolen three 
  months ago from the noble Ildisfarne family of 
  Furyondy, and she was hired to find it. A 
  divination revealed that she should search in 
  northeastern Ket for it. 
  • 
  She was attacked by agents of Iuz several times 
  in Furyondy, but managed to escape each time, 
  and thought that her move into Ket had thrown 
  them off her scent. Evidently one of them 
  managed to find her.  
  • 
  She does not know why agents of Iuz would 
  want to prevent her from recovering the Fist of 
  KET7-03 Balance of Harmony 
   
  Page 23 
  
  Emirikol, unless they wanted to recover it 
  themselves.  
  • 
  She has been walking from town to town, 
  watching for signs of the Fist. So far she has not 
  noticed anything out of the ordinary in the 
  Lawful villages of Ket, and is starting to wonder 
  if the divination that sent her here was 
  mistaken. 
  • 
  Yesterday, she watched traffic into and out of 
  the south side of Jhardda from a hilltop outside 
  town. (Note: she did not see either Grapple the 
  half-orc get kicked out of town by Captain 
  Chubin yesterday morning, nor the monks 
  arrive in town yesterday evening—both events 
  took place on the north side of town while she 
  was watching the south side of town.) 
  • 
  She did see the puppeteer (Jahanabad) arrive in 
  town yesterday morning, and saw him 
  performing a puppet show last night during the 
  street festival when she eased into town. She 
  only watched part of it, not really understanding 
  why all the Kettites, especially the adults, were 
  watching a puppet show. 
  • 
  She also saw Darabadara, the husband and wife 
  team, performing. They were competent fire-
  eaters and she enjoyed the show. 
  • 
  She watched the five jugglers and tumblers 
  performing and thought that they moved their 
  bodies in a way that revealed rigorous training 
  of both body and mind. She discarded them 
  from her investigation when she saw the end of 
  their act, the transformation of their human 
  pyramid into a lotus symbol to end the show. 
  The lotus was an obvious sign of Neutrality and 
  she is looking for signs of Chaos. 
  • 
   During the juggling and tumbling show, she 
  saw a halfling spill something on a human, and 
  then saw the human cast a cause fear at the 
  halfling (she recognized the spell via her 
  Spellcraft). The halfling then fled, knocking 
  down a man in uniform (Captain Chubin).  
  • 
  Varya was very interested in the human 
  spellcaster, who seemed to want to immediately 
  leave town as if he had something to hide, but 
  by the time she went around a few buildings, to 
  avoid the crowds, he had disappeared along the 
  north road out of town. She thinks he took one 
  of the forest trails, but in the darkness she 
  couldn’t be sure. 
  • 
  She walked back through town after that, and 
  returned to her hilltop south of the town to rest 
  and plan her next move.  
  • 
  From her hilltop, she saw the tumblers’ small 
  caravan (two wagons) leave along the south road 
  before the end of the street festival last night, 
  heading south towards the village of Bayat that 
  she had come from herself a few days ago.  
  • 
  After watching more traffic moving into and out 
  of town this morning, she had just decided to 
  continue her quest by continuing to the north 
  (towards the village of Abouza, although she 
  wouldn’t know the name of the village) when 
  she was attacked by Gronk the orc. 
   
  If she is told of the tragedy of Abouza, and the strange 
  goings-on in Jhallda (surly villagers, Captain Chubin’s 
  “insanity”, etc.), she immediately pays more attention, 
  especially to the tragedy of Abouza. Although both 
  villages sound like the forces of Chaos are at work in 
  them, Abouza sounds like the more serious incident. She 
  urges the PCs to continue their investigation in Jhallda 
  while she goes to Abouza. 
   
  Development:  
   
  The PC’s may choose to immediately try to follow 
  the “jugglers” based on Varya’s information; in this case, 
  go to 7: On the Road to Bayat.  
   
  Or they may decide to visit Grazelt; in this case, go to 
  4: Grazelt. 
   
  Or the PCs may simply return to Jhallda to seek out 
  more clues or confirm what they found out; in this case, 
  go back to 3: Asking around Jhallda. If the PCs ask 
  anyone about the jugglers, they will get more new 
  information.  
   
   
  6: INTERLUDE 
  By this time, the PCs should have interviewed enough 
  people in Jhallda to seek out Grazelt and Varya, possibly 
  returned to Jhallda for more interviews; with all other 
  avenues of inquiry eliminated, the “jugglers” should be 
  the only open lead. Therefore the party wants to seek out 
  the jugglers, and should know that the jugglers have 
  moved southward toward the village of Bayat.  
   
  If the party has not yet grasped the significance of 
  the “jugglers”, have a villager come up and say “It’s too 
  bad the jugglers had to leave last night—things were just 
  getting started when they left. It’s strange they should 
  leave when the party was only getting started. Well, it 
  was kind of strange the way they were set up around the 
  corner from everyone else anyway.”  
   
  If this elicits questions from the party, the villager 
  can either indicate the jugglers left by the road leading 
  south to Bayat, or send them to another villager listed in 
  KET7-03 Balance of Harmony 
   
  Page 24 
  
  3: Asking Around Jhallda who might have more 
  information. 
   
  7: ON THE ROAD TO BAYAT 
   
  Note that if the party uses magic to travel to Bayat 
  (mass fly, dimension door, etc.) they will bypass this 
  encounter—move directly to 8: The Jugglers. 
   
  If the party walks or rides towards Bayat, they will 
  come across some broken spokes of a wagon wheel by the 
  side of the road. A DC 15 Survival check with the Track 
  feat will reveal that two wagons camped here overnight, 
  and that a broken wheel was repaired and then replaced. 
  The small caravan of two wagons then headed south 
  towards Bayat about noon today. 
   
  A DC 11 Knowledge (Architecture & Engineering) 
  indicates that removing a broken wheel, repairing it and 
  then replacing it would likely have taken 2-3 hours with 
  the proper tools, or at least double that time without the 
  proper tools.  
   
  A DC 20 Search check in the vicinity of the broken 
  wheel will find a small amulet on a broken bracelet chain 
  that one of the monks lost while replacing the wagon 
  wheel. The amulet has a small lotus blossom etched onto 
  its surface. It is a DC 15 Knowledge (Religion) check 
  (automatic for worshippers of Xan Yae or for any PC that 
  has already played KET 7-01 Balance of Secrets) to know 
  that the amulet is a holy symbol of Xan Yae.  
   
  8: THE JUGGLERS 
  Try to time the party’s exit from Jhallda so that whichever 
  means of travel they choose, they will arrive in Bayat after 
  sundown. 
   
  As the small village of Bayat comes into view, it is 
  obvious that something special is going on tonight on 
  the village common. Instead of a few dim lanterns to 
  light the way, torches are flaring from dozens of 
  hands. A roar of approval from several dozen people 
  hits your ears, and then applause. There is a moment’s 
  silence, and then a collective gasp, and then more 
  applause.  
   
  As you get closer, you see two caravan wagons 
  pulled up onto the village common. In front of them, 
  a temporary stage has been erected, and a group of 
  five people, both men and women, all dressed in dark 
  leotards, are currently demonstrating a complex 
  tumbling routine. On the stage with them are two 
  young village children, smiling and holding hands as 
  the performers tumble around and over them.   
   
  See DM Aid 3: Jugglers’ Stage in Bayat.   
   
  Any PC that played KET7-01 Balance of Secrets can 
  make a DC 15 Spot check to recognize one of the 
  performers as Najmeh, a monk of the Temple of the 
  Shadowy Darkness that Comes in the Second Hour After 
  Midnight in Lopolla. Najmeh was the person who hired 
  the PC in the previous adventure.  
   
  Effect of the Lantern 
  Any PC who has a Will bonus of less than +4 and comes 
  within 100’ of the Lantern must make a DC 5 Will save or 
  be affected by the Lantern. Rolling a 1 does not fail. This 
  save must be rerolled every minute (10 rounds). See 
  description of Lantern of Dharmal in either Adventure 
  Background or Appendix 2: New Rules Items for the 
  effect of failing the save. 
   
  Now what? 
  The party obviously has a variety of options. The most 
  common options will likely be: 
  • 
  Watch the show and then decide what to do: go 
  to Watching the Show. 
  • 
  Sneak behind the stage and search the wagons 
  while the show is going on: go to Sneaking a 
  Peek 
  • 
  Immediately use their powers of deputization to 
  attempt to stop the show and arrest the monks: 
  go to Arrest Them! 
   
  Eventually all of these—and any other course of action 
  the PCs may choose—will lead to the final combat with 
  some of the monks.  
   
  However, regardless of what the PCs choose to do, 
  the DM must get the PCs into dialogue with Najmeh 
  before combat initiative is rolled. This enables Najmeh to 
  demonstrate that she is not aware of what she is doing or 
  the effect her caravan has had, and that she has been a 
  puppet controlled by the evil Morteza. While she will 
  resist the PCs’ implications that the monks have been 
  fomenting unrest rather than Neutrality, this dialogue 
  should allow the PCs to sew the seeds of doubt in her 
  mind, giving them an advantage in the combat to follow. 
   
  Note that the monks’ training and discipline will not 
  allow 
  them 
  to 
  voluntarily 
  “surrender” 
  due 
  to 
  Diplomacy—they will fight, albeit half-heartedly, until 
  they are defeated. 
   
  Watching the Show 
  If the PCs watch the show and if any of them played 
  KET7-01 Balance of Secrets (in other words, they have 
  met Najmeh), then give Najmeh a DC 10 Spot check 
  (with a Spot bonus of +0) to recognize them. If she is 
  successful, move to Flee! below. 
  KET7-03 Balance of Harmony 
   
  Page 25 
  
   
  If she is not successful (or none of the PCs played 
  KET7-01 Balance of Secrets), the show will proceed. It is 
  an impressive set of tumbling followed by juggling.  
   
  Note that the two village children, who are about 8 
  years old, were invited up on to the stage by the monks, 
  and the children will stay on stage for the entire act, 
  smiling and waving to their parents while the monks 
  perform around them, much to the delight of the 
  villagers. The monks goodheartedly involve them in the 
  performance, sometimes giving them things to hold like 
  juggling balls. 
   
  Once the show ends, the performers will gather up 
  whatever coins are thrown to them, then politely meet 
  with people behind the stage as they start to pack up.  
   
  Depending on the subsequent actions of the PCs, 
  move to Appreciative Fans, Arrest Them! or Confronting 
  the Monks below. 
   
   
  Flee! 
  If Najmeh does recognize a PC during the performance, 
  she will give a prearranged warning signal to the other 
  monks. At the end of the act, all the monks will disappear 
  behind the curtain of their makeshift stage. Then four of 
  the monks will emerge to put on an encore performance 
  of juggling, while Najmeh grabs the Lantern and 
  attempts to escape. 
   
  Give any PCs watching the encore a DC 15 Spot 
  check to see a short blue-white flash of light as Najmeh 
  pulls the Lantern out of the wagon and wraps it in a 
  blanket—she does not take the time to pull the Fist of 
  Emirikol from the Lantern. 
   
  Najmeh does not have a plan of escape, she is simply 
  trying to get away. Any PCs who take any kind of action 
  to find them (detect magic to detect the Lantern, tracking 
  them, listening for their running footsteps, etc.) should 
  be able to quickly run them down. How they do so is not 
  important—simply move to Confronting the Monks 
  below. 
   
  Sneaking a Peek 
  The PCs may attempt to sneak into the wagons while the 
  monks are performing. Anyone climbing into the first 
  cart will find the Lantern of Dharmal sitting in the 
  middle of some blankets, the Fist of Emirikol inside it, 
  glowing blue white with enough energy to cast light in a 
  15’ radius. 
  There is a permanent alarm spell on 
  the wagon, and as soon as anyone not wearing an amulet 
  with the lotus of Xan Yae looks inside the wagon, or the 
  Lantern is carried out of the wagon, a mental alarm goes 
  off in Najmeh’s head. (Note that the broken amulet 
  found at the campsite in 7: On the Road to Bayat allows 
  the PC carrying it to move into the wagon without 
  setting off the alarm, but carrying the Lantern out of the 
  wagon will set off the alarm regardless.) If the alarm goes 
  off, Najmeh will give a secret signal to the other monks, 
  and they will accompany her to confront the would-be 
  thieves. Go to Confronting the Monks. 
   
  Arrest Them! 
  The PCs may decide to try a frontal assault by simply 
  crashing the show and using their powers of deputization 
  to try and arrest the monks. In this case, as soon as the 
  PCs make their intentions known, they will be slowed to 
  half speed as the crowd flees in all directions. In addition, 
  anyone attempting to cast a spell must make a 
  Concentration (DC 10+spell level) check as he or she is 
  knocked about by the crowd.  
   
  Note that the monks will not try to hold the 
  children on stage as hostages. One of the monks will 
  immediately pick up the children and jump off the front 
  of the stage, returning the children to their parents (who 
  are standing at the front of the stage), before trying to 
  escape.  
   
  Meanwhile Najmeh and two of her fellow monks 
  will run to the wagon and grab the Lantern. If any PCs 
  pursue Najmeh, they catch up to her here with the 
  Lantern bundled in a blanket. Go to Confronting the 
  Monks. 
   
  Appreciative Fans 
  The PCs may attempt to convince the monks that they 
  are merely appreciative fans wanting to talk to the 
  performers after the show. In this case, there will be 20 
  other villagers of all ages from young children to adults 
  crowding within a 30’ radius of the performers as well. 
  This will slow all movement to half rate. Once combat 
  starts, people will starts to flee. Movement will be half-
  rate within this 30’ radius, and all spellcaster have to 
  make Concentration checks for the 3 rounds that it will 
  take the villagers to clear the area. 
   
  If any of the PCs have played KET7-01 Balance of 
  Secrets, Najmeh will immediately recognize them. Go to 
  Confronting the Monks immediately. 
   
  If Najmeh does not recognize any PCs, she will greet 
  them politely and answer any questions that may have 
  about the performance, putting down the performers’ 
  superior skills to years of training and mental discipline 
  (which is a true statement). She professes to know 
  nothing of local politics or events, they are making a 
  living as they travel through Ket. (Also technically a true 
  statement.) 
   
  If the PCs bring up the negative changes in the 
  villagers of Jhallda, Najmeh will listen politely but make 
  no comment other than to acknowledge that they have 
  visited there recently. For bringing up this subject, add a 
  KET7-03 Balance of Harmony 
   
  Page 26 
  
  +2 bonus to the PCs’ Diplomacy check during 
  Confronting the Monks. 
   
  If the PCs bring up the tragedy of Abouza, the blood 
  will drain from Najmeh’s face (DC 12 Spot check to see 
  this in the torchlight), although she will do nothing more 
  than acknowledge that they passed through Abouza two 
  days ago. For bringing up this subject, add a +5 bonus to 
  the PCs’ Diplomacy check during Confronting the 
  Monks. (This bonus stacks with the +2 bonus above.) 
   
  At a certain point, Najmeh will ask why they are 
  telling her this. When the PCs get around to asking her if 
  her caravan is involved, or if any PC makes a move 
  towards the wagons, or tries to sneak into the wagons, or 
  initiates combat (starting a spell, starting up a bard song, 
  drawing 
  a 
  weapon, 
  etc.) 
  move 
  immediately 
  to  
  Confronting the Monks. 
   
  Confronting the Monks 
  If all six of the monks are present, three are not trained in 
  fighting, and take up positions wide to the sides.  
   
  If no one has initiated combat (cast spells, drawn 
  weapons, bard song, etc), Najmeh will angrily ask what 
  the PCs want. If she is holding the Lantern wrapped in a 
  blanket, she holds it possessively like a child in her arms. 
   
  If the PCs say they are after the Lantern, Najmeh 
  retorts that the Lantern rightfully belongs to the Temple 
  of the Shadowy Darkness that Comes in the Second 
  Hour After Midnight, and will angrily tell the PCs the 
  “true” purpose of their expedition—they have been 
  tasked by her master, Morteza, with using the Lantern of 
  Dharmal and the “Stone of Blessing” to send out soothing 
  waves of Neutrality to the peoples of Ket, moving them 
  away from the dangerous extreme of unthinking 
  Lawfulness. 
   
  If the PCs say they are after the Fist of Emirikol, 
  Najmeh is confused, and then tells the PCs they are 
  looking in the wrong place—they do not have anything 
  called the Fist of Emirikol. (True statement—at least 
  Najmeh believes this is true.) If the PCs describe the Fist, 
  Najmeh interrupts them and tells them they are 
  describing the Stone of Blessing, a magic item of 
  soothing Neutrality. (For introducing doubt as to the 
  purpose of the “Stone of Blessing”, add a +1 to the PCs 
  Diplomacy check below, which also stacks with any 
  bonuses they may have earned in the section 
  Appreciative fans.). 
   
  At this point, give the party a collective DC 30 
  Diplomacy check. In addition to any bonuses that may 
  have already been earned, add the following bonuses and 
  penalties: 
  • 
  Each PC that is True Neutral: +1 
  • 
  Each PC that is LG or CG: -1 
  • 
  Each PC that openly worships Xan Yae: +5 
  • 
  Each PC that does not wear any armor or shield 
  and does not carry any weapons: +3 
  • 
  Each PC that wears medium or heavy armor or 
  carries a shield or bears more than one weapon: -
  3 
  • 
  Najmeh has been accused of treachery, breaking 
  laws or causing deaths of Ket Citizens: -5 
  • 
  Anyone has tried Intimidation first: -5 
   
  If the group succeeds at the Diplomacy check, they have 
  succeeded in sewing a seed of doubt in Najmeh and her 
  fellow monks. All the monks will fight at –2 to attack, –2 
  damage and –2 to all saves for the entire combat that 
  follows. 
   
  Regardless of the results of the Diplomacy check, 
  Najmeh will order Godan, Isadi, Touca, and Saka to 
  attack. If she is carrying the Lantern, she will hold it and 
  observe, fetching it first if she is not. She will not strike 
  back at any attackers. She is not intended to be involved 
  in this fight, use the APL 12 stats from this encounter if 
  by chance she is attacked, but she will take no offensive 
  actions at all. 
   
   
  THE FIST OF EMIRIKOL 
  During combat, a PC may have an opportunity to remove 
  the Fist of Emirikol from the Lantern and throw it at an 
  opponent. If the PC succeeds on a ranged touch attack, 
  one of the random powers of the Fist will be activated 
  (see Appendix 2: New Rules Items). Note that the Fist 
  has not been tiered for different APLs, therefore several 
  of the effects that are dangerous even at APL 12 will be 
  deadly at lower APLs. If the result is lethal damage or 
  death or serious spell effect (someone turned to stone or 
  permanently confused, for instance), the PC who threw 
  the Fist will be arrested at the end of the adventure and 
  held accountable for any damage or death caused by his 
  or her actions. 
   
  If the Fist is used to make a successful attack, it will 
  disintegrate immediately after activation, reappearing the 
  following morning in a pouch that hangs from Najmeh’s 
  belt. When this happens, Najmeh will immediately turn 
  it over to either the party or to a Thresher, depending on 
  who is holding her in custody the next morning. 
   
   
  The monks are totally unaware of the combat powers 
  of the Fist and therefore will never throw it at anyone.  
   
    
  APL 2 (EL 5) 
   
  Godan, Isadi, Touca, Saka: Monk 1; hp 7; See 
  Appendix 1. 
  APL 4 (EL 7) 
   
  Godan, Isadi, Touca, Saka: Monk 3; hp 21; See 
  Appendix 1. 
  KET7-03 Balance of Harmony 
   
  Page 27 
  
  APL 6 (EL 9) 
   
  Godan, Isadi, Touca, Saka: Monk 5; hp 35; See 
  Appendix 1. 
  APL 8 (EL 11) 
   
  Godan, Isadi, Touca, Saka: Monk 8; hp 56; See 
  Appendix 1. 
  APL 10 (EL 13) 
   
  Godan, Isadi, Touca, Saka: Monk 10; hp 70; See 
  Appendix 1. 
  APL 12 (EL 15) 
   
  Godan, Isadi, Touca, Saka: Monk 13; hp 91; See 
  Appendix 1. 
    
  Tactics: The monks will take full advantage of terrain and 
  their jumping and tumbling skills, as well as of any items. 
  They'll refrain from doing any lethal damage to any 
  humans, dwarves, halflings, or anyone who appears like 
  they might be a resident of Ket. However, animal 
  companions and “monsters” are fair game for lethal 
  damage at APLs where the monks have shuriken 
  available. 
   
  The difficulty of this encounter has been raised due 
  to the need to do non-lethal damage to the monks for fear 
  of legal punishment (the monks are Citizens of Ket—see 
  Appendix 3: Laws of Ket), but lowered at higher APLs 
  due to their extreme lack of the gear you'd expect NPCs 
  of their level to have, since they have donated it all to 
  their temple. 
   
  This encounter is considered a failure, and no 
  experience is given for it, if any laws are broken in 
  arresting the monks. Indeed, overstepping a deputization 
  is considered very serious, and no reduction of the 
  sentence is possible by mitigating circumstances in this 
  case. 
   
  Once the other monks are defeated, Najmeh will 
  surrender, believing it to be the will of Xan Yae.  
  If the monks win this fight, they’ll vanish with the 
  lantern, and the encounter is considered a failure. Go to 
  the conclusion, “Failure”. 
   
  Treasure:  
   
  APL 2: Loot 70 gp; Magic 332 gp; +1 amulet of 
  natural armor (83 gp) x4; Total 402 gp. 
   
  APL 4: Magic 200 gp; boots of agile leaping (50 gp) 
  x4; Total 200 gp. 
   
  APL 6: Magic 533 gp; boots of agile leaping (50 gp) 
  x4, brawler's gauntlets (83 gp) x4; Total 533 gp. 
   
  APL 8: Magic 300 gp; boots of agile leaping (50 gp) 
  x4, potion of cure serious wounds (25 gp) x4; Total 300 
  gp. 
   
  APL 10: Magic 1664 gp; reciprocal bracers (416 gp) 
  x4; Total 1664 gp. 
   
  APL 12: Total 0 gp. 
   
   
  Development: With the monks defeated and under 
  control, the PCs must make some decisions about what to 
  do next.  
   
  As long as the Fist of Emirikol is inside the Lantern, 
  it will continue to glow bright blue white, affecting 
  people, possibly even the PCs themselves. To remove the 
  Fist is simply a matter of opening the door of the Lantern 
  and removing the Fist. Touching it is harmless, and as 
  soon as it is removed from the Lantern, the glow fades. If 
  the Fist is put back in the Lantern, it begins to glow 
  again. 
   
  The PCs may decide to return to Jhallda with the 
  monks right away, arriving back there sometime after 
  midnight, or they may decide to stay in Bayat for the 
  night. There is no Thresher Station in this small village, 
  or a Courthouse—the Threshers and Jurat in Jhallda 
  serve this small community. 
   
  At midnight, the PCs’ deputization papers will no 
  longer be in force. They may keep the monks in custody, 
  but may not legally arrest anyone else. 
   
  CONCLUSION 
  SUCCESS: 
  When you explain her role in this affair, and the true 
  function of the Fist of Emirikol, Najmeh is heart-
  broken that she has been used to harm her beloved 
  Ket. She has been misled by the master of her temple, 
  Morteza, who apparently is not the great believer in 
  Neutrality that she thought. She even begins to doubt 
  that Morteza worships Xan Yae. 
   
  Najmeh explains that the Lantern of Dharmal 
  acts like an amplifier for magic items that are placed 
  inside it. She and her fellow monks thought that were 
  putting an item called the Blessed Stone into the 
  Lantern to radiate waves of soothing Neutrality to the 
  people of Ket. Now she can see how her master 
  Morteza betrayed them. By putting the Fist of 
  Emirikol into the Lantern, she and her fellow monks 
  have been sewing discord and Chaos wherever they 
  visited. 
   
  Even just imagining the trail of death and Chaos 
  caused by her actions leaves Najmeh physically ill. 
  Bitter tears run down her cheeks as she says, “Please 
  forgive me for my role in this. I was misled by an evil 
  man, and must pay the price for my weakness. I 
  recognize now that many people are dead because of 
  my actions.”  
   
  Her eyes grow colder and her mouth grim. “I 
  only wish I could be allowed to live so that I might 
  meet my ‘Master’ one more time.”  
   
  She shakes her head and straightens her 
  shoulders. “But I am a traitor, and must die. You, on 
  KET7-03 Balance of Harmony 
   
  Page 28 
  
  the other hand, have proved brave and resolute in 
  your search for justice, and I would ask a simple favor 
  of you. After my execution, I would ask a favor of you. 
  Would you to take my ashes and scatter them on the 
  top of a high hill in my home province of Falwur? 
  Perhaps sometime in the next eternity Xan Yae will 
  find it possible to forgive me.” 
   
  The next morning, the Threshers who were sent by 
  Captain Chubin to assist the people of Abouza return to 
  Jhallda. They were able to determine that the villagers 
  killed each other, and that the half-orc barbarian Grapple 
  seemed to be at the center of the battle, but they have 
  been unable to determine what the catalyst is. 
   
  If the PCs returned to Jhallda overnight, the 
  Threshers arrive in Jhallda two hours after sunrise, and 
  are surprised to find Captain Chubin locked up and 
  apparently insane. 
   
  If the PCs are in Bayat, or on the way back to Jhallda 
  in the morning, three of the Threshers find them, having 
  been told of their efforts the day before by Bijjana al’Jurat, 
  and their whereabouts by Wanderer Curran of the 
  Wanderer’s Last Stop Inn. 
   
  Wherever they meet up, the Threshers ask the PCs 
  to stay in Jhallda for several extra days while an 
  investigation is carried out, and all witnesses are 
  interviewed.  
   
  Note that any broken laws (trespassing or dealing 
  non-lethal damage if the PCs did not have proper 
  deputization powers, lethal damage to Citizens in any 
  case, etc.) will result in conviction and sentencing, and 
  the designation Lawbreaker on the AR. 
   
   
  On the second day after the battle with the 
  monks, everyone has returned to normal. Captain 
  Chubin is back to his arrogant controlled self, and 
  many of the townsfolk start to look a bit shame-faced 
  about their behavior over the past two days.  
   
   In the courtroom that morning, after hearing 
  evidence that you have provided, Bijjana al’Jurat 
  renders his judgment.  
   
  “After listening to the evidence, I order that the 
  Lantern of Dharmal be seized as a potentially 
  dangerous weapon and handed over to the Archons 
  for safekeeping. The Fist of Emirikol is to be given to 
  the Furyondian Varya so that she might return it to 
  the Ildisfarne family of Furyondy.  
   
  “And finally, in the matter of the monks of Xan 
  Yae, I find them guilty of fomenting unrest and high 
  treason. Captain Chubin will immediately transport 
  them to the Copper Palace in Lopolla and hand them 
  over to the Thorns, who will doubtless extract much 
  useful information from them about this Morteza and 
  his plots against Ket. Once the Thorns are finished 
  with these traitors, they are to be executed. When 
  they meet the Restorer of Righteousness, may he be 
  merciful in his judgments.”    
   
  Najmeh bows her head in submission. “I accept 
  this sentence as just,” she replies. “I will provide as 
  much information as possible about Morteza, and 
  when I am finished, I will welcome my death.”  
   
  Shortly afterward, in the searing heat of another 
  summer day, Chubin, three other Threshers and the 
  prisoners set out for Lopolla. You watch from the 
  shade of a tree at the edge of town as the small party 
  moves into the distance and start to dissolve in the 
  waves of heat rising from the road. 
   
  Suddenly a large figure appears out of nowhere, 
  towering over the men on horses. You squint, trying 
  to make out details through the heat haze. There is a 
  flash of light, and Threshers, horses and prisoners 
  alike are flung in every direction.  
   
  Even as you grab the bridle of the nearest horse 
  and spring into the saddle to gallop madly towards 
  the scene, you see the tall figure bend down and pick 
  up someone from the ground, blood dripping from 
  the limp body. With another flash, the figure 
  disappears.  
   
  It only takes a few minutes to pound down to the 
  road, but by the time you slide off your horse, it is 
  already far too late. Threshers, horses and prisoners 
  lie scattered here and there like broken dolls, all dead. 
  But of the serene and remorseful monk Najmeh who 
  was ready to welcome death, there is no sign.  
   
  FAILURE: 
  Although you manage to piece together part of the 
  story of what happened to this corner of Ket, the 
  monks have disappeared with the Lantern of Dharmal 
  and the Fist of Emirikol. Captain Chubin and Ezzati 
  al’Jurat are not pleased, for without the monks, they 
  have no way of tracing the man named Morteza, who 
  seems to be the instigator of this plot. Who knows 
  where he will strike next, and why? 
   
   
  Failure means the PCs cannot receive their AR rewards 
  Investigator or Xanavade, or any other items carried by 
  the monks. 
    
  ADVENTURE RECORD REWARDS 
   
  If any laws of Ket were broken and this was 
  discovered (or would be discovered) by the authorities, 
  the characters who broke the law gain the reward 
  Lawbreaker. Write in the crime and assigned sentence in 
  the space provided. If the sentence is not paid on this AR, 
  the character is assumed to have fled Ket (automatically), 
  KET7-03 Balance of Harmony 
   
  Page 29 
  
  but double the penalty will be served when they are 
  caught, as listed. 
   
  If the Lantern of Dharmal is turned over to the 
  Ketite authorities in any condition, the entire party 
  receives the reward Investigator. 
   
  If Grazelt is unharmed by the party, and none of his 
  property is damaged, he grants the reward Thanks of 
  Grazelt. This applies even if he is reported to the 
  Brotherhood of Sorcery. 
   
  If any members of the Brotherhood of Sorcerery 
  report Grazelt for unauthorized spellcasting, they receive 
  the reward Sorcerer. 
   
  If any members of the Wanderers of Fharlaghn 
  brought Curran news of events on the road, they receive 
  the reward Wanderer. 
   
  If the monks were stopped and the Lantern and Fist 
  recovered, members of the Xanavade receive the reward 
  Xanavade. 
   
  THE END 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Generally, to award XP for a combat encounter the 
  judge should award 30 XP per EL defeated in the 
  encounter. So at APL 2 the party defeats a monster at EL 4 
  and gets 120 XP, while at APL 4 the monster is EL 6 
  awarding the party 180 XP. The XP that can be awarded 
  in an adventure is subject to certain maximum amounts. 
  Authors should refer to the Living Greyhawk Writer’s 
  Guidelines for the most recent version of these rules 
  including separate rules regarding the maximum amount 
  of XP available for story awards and for discretionary 
  roleplaying. 
   
  4: Grazelt 
  Successfully defeating, passing or surviving the trap, and 
  speaking with Grazelt. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  5: The Man in Black 
  Defeating the orc and mount. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  8: The Jugglers 
  Defeating the monks without breaking any laws. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  Story Award 
  Successfully recovering the lantern. 
  APL 2  
  60 XP 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
  APL 10  
  180 XP 
  APL 12  
  210 XP 
   
  Discretionary roleplaying award 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12  
  105 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  KET7-03 Balance of Harmony 
   
  Page 30 
  
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
   
  5: The Man in Black 
   
  APL 2: Loot 53 gp; Total 53 gp. 
   
  APL 4: Loot 63 gp; Magic 437 gp; +1 mindarmor 
  breastplate (362 gp), piercer cloak (75 gp); Total 500 gp. 
   
  APL 6: Loot 63 gp; Magic 437 gp; +1 mindarmor 
  breastplate (362 gp), piercer cloak (75 gp); Total 500 gp. 
   
  APL 8: Loot 128 gp; Magic 964 gp; +1 longaxe (194 
  gp), +1 mindarmor breastplate (362 gp), piercer cloak (75 
  gp), +2 gauntlets of strength (333 gp); Total 1092 gp. 
   
  APL 10: Loot 128 gp; Magic 964 gp; +1 longaxe (194 
  gp), +1 mindarmor breastplate (362 gp), piercer cloak (75 
  gp), +2 gauntlets of strength (333 gp); Total 1092 gp. 
   
  APL 12: Loot 128 gp; Magic 3380 gp; +2 longaxe (694 
  gp), +2 mindarmor breastplate (612 gp), piercer cloak (75 
  gp), +4 belt of strength (1333 gp), +2 gloves of dexterity 
  (333 gp), +2 amulet of health (333 gp); Total 3508 gp. 
   
   
  2: The Jugglers 
   
  APL 2: Loot 70 gp; Magic 332 gp; +1 amulet of 
  natural armor (83 gp) x4; Total 402 gp. 
   
  APL 4: Magic 200 gp; boots of agile leaping (50 gp) 
  x4; Total 200 gp. 
   
  APL 6: Magic 533 gp; boots of agile leaping (50 gp) 
  x4, brawler's gauntlets (83 gp) x4; Total 533 gp. 
   
  APL 8: Magic 300 gp; boots of agile leaping (50 gp) 
  x4, potion of cure serious wounds (25 gp) x4; Total 300 
  gp. 
   
  APL 10: Magic 1664 gp; reciprocal bracers (416 gp) 
  x4; Total 1664 gp. 
   
  APL 12: Total 0 gp. 
   
   
  Treasure Cap 
  APL 2:  
  450 gp 
  APL 4:  
  650 gp 
  APL 6:  
  900 gp 
  APL 8:  
  1300 gp 
  APL 10:  
  2300 gp 
  APL 12:  
  3300 gp 
   
   
  Total Possible Treasure 
  APL 2:  
  455 gp 
  APL 4:   
  700 gp 
  APL 6:  
  1033 gp 
  APL 8:  
  1392 gp 
  APL 10:  
  2756 gp 
  APL 12:  
  3508 gp 
   
    
   
   
  KET7-03 Balance of Harmony 
   
  Page 31 
  
  APPENDIX 1: APL 2
  5: THE MYSTERIOUS MAN 
   
  GRONK 
  CR 1 
  Female Orc Barbarian 1 
  CE Medium Humanoid (Orc) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Orc 
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor) 
  hp 11 (1 HD) 
  Fort +4, Ref +1, Will +0 
  Weakness: Light Sensitive 
  Speed 30 ft. in +1 breastplate (6 squares), base 
  movement 40 ft.; 
  Melee greataxe +5 (1d12+6) or dagger +5 (1d4+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +5  
  Special Actions: Rage 
  Abilities Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  Feats Mounted Combat  
  Skills  Handle Animal +2, Intimidate +2, Ride +5 (+1 
  mounting/dismounting) 
  Possessions military saddle, Greataxe, dagger, +1 
  breastplate, 200 gp 
  Rage (Ex): When in rage (7 rounds, 1/day) make the 
  following adjustments to the stat block above: 
  AC 15, touch 9, flat-footed 14 
   (+1 Dex, -2 rage, +6 armor) 
  hp 13 (1 HD) 
  Fort +6, Ref +1, Will +2 
  Melee greataxe +7 (1d12+9) or dagger +7 (1d4+6) 
  Base Atk +1; Grp +7  
  Abilities Str 23, Dex 13, Con 18, Int 8, Wis 10, Cha 6 
   
  FIENDISH HEAVY WARHORSE 
  CR 3 
  CE Large Magical Beast (augmented animal) 
  Init +1; Senses Darkvision 60 ft., low-light vision, 
  Listen +5, Spot +6 
  AC 14, touch 10, flat-footed 13 
   (-1 size, +1 Dex, +4 natural) 
  hp 36 (4 HD); DR 5/magic 
  Resist cold 5, fire 5; SR 9 
  Fort +7, Ref +5, Will +2 
  Speed 50 ft. (10 squares); Run 
  Melee 2 hooves +6 (1d6+4) and bite +1 (1d4+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +11  
  Special Actions Smite good 
  Abilities Str 18, Dex 13, Con 17, Int 3, Wis 13, Cha 6 
  Feats Endurance, Run  
  Skills Jump +12, Listen +5, Spot +4 
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage 
  equal to its HD total (maximum +20) against a 
  good foe.  
   
   
  8: THE JUGGLERS  
  GODAN, ISADI, TOUCA, SAKA CR 1 
  Male/female/female Human Monk 1 
  LN Medium Humanoid (Human) 
  Init +1; Senses Listen +6, Spot +2 
  Languages Common 
  AC 14, touch 13, flat-footed 13 
   (+1 Dex, +2 class, +1 natural armor) 
  hp 7 (1 HD) 
  Fort +3, Ref +3, Will +4  
  Speed 30 ft. (6 squares); 
  Melee unarmed strike +2 or +0/+0 (1d6+2 nonlethal); 
  Ranged masterwork shuriken +2 (1d2+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +2  
  Special Actions: Stunning Fist (DC 12), Flurry of 
  Blows 
  Abilities Str 14, Dex 13, Con 12, Int 8, Wis 15, Cha 
  10 
  Feats Acrobatic, Improved Unarmed Strike, Stunning 
  Fist, Skill Focus (tumble)  
  Skills  Balance +5, Jump +8, Listen +6, Tumble +10 
  Possessions +1 amulet of natural armor, 20 
  masterwork shuriken, 44 gp 
   
   
  KET7-03 Balance of Harmony 
   
  Page 32 
  
  APL 4 
  5: THE MAN IN BLACK 
  GRONK 
  CR 5 
  Female Orc Barbarian 5 
  CE Medium Humanoid (Orc) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Orc 
  AC 17, touch 11, flat-footed 17 
   (+1 Dex, +6 armor) 
  hp 55 (5 HD) 
  Fort +6, Ref +2, Will +1 
  Weakness: Light Sensitive 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft.; 
  Melee masterwork greataxe +11 (1d12+7) or dagger 
  +10 (1d4+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +10  
  Special Actions: Rage, piercer cloak 
  Abilities Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  SQ Uncanny Dodge, Improved Uncanny Dodge, Trap 
  Sense +1 
  Feats Mounted Combat, Ride-By Attack  
  Skills  Handle Animal +3, Intimidate +6, Ride +11 (+8 
  mounting/dismounting), Survival +3 
  Possessions military saddle, Masterwork greataxe, 
  greataxe, dagger, +1 mindarmor breastplate, 
  piercer cloak, 200 gp  
  Rage (Ex): When in rage (7 rounds, 2/day) make the 
  following adjustments to the stat block above: 
  AC 15, touch 9, flat-footed 15 
   (+1 Dex, -2 rage, +6 armor) 
  hp 65 (5 HD) 
  Fort +8, Ref +2, Will +3 
  Melee masterwork greataxe +13 (1d12+10) or dagger 
  +12 (1d4+6) 
  Base Atk +5; Grp +12  
  Abilities Str 24, Dex 13, Con 18, Int 8, Wis 10, Cha 6 
   
  FIENDISH HEAVY WARHORSE 
  CR 3 
  CE Large Magical Beast (augmented animal) 
  Init +1; Senses Darkvision 60 ft., low-light vision, 
  Listen +5, Spot +6 
  AC 14, touch 10, flat-footed 13 
   (-1 size, +1 Dex, +4 natural) 
  hp 36 (4 HD); DR 5/magic 
  Resist cold 5, fire 5; SR 9 
  Fort +7, Ref +5, Will +2 
  Speed 50 ft. (10 squares); Run 
  Melee 2 hooves +6 (1d6+4) and bite +1 (1d4+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +11  
  Special Actions Smite good 
  Abilities Str 18, Dex 13, Con 17, Int 3, Wis 13, Cha 6 
  Feats Endurance, Run  
  Skills Jump +12, Listen +5, Spot +4 
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage 
  equal to its HD total (maximum +20) against a 
  good foe.  
   
  8: THE JUGGLERS  
  GODAN, ISADI, TOUCA, SAKA CR 3 
  Male/female/female Human Monk 3 
  LN Medium Humanoid (Human) 
  Init +1; Senses Listen +8, Spot +2 
  Languages Common 
  AC 13, touch 13, flat-footed 12 
   (+1 Dex, +2 class) 
  hp 21 (3 HD) 
  Fort +4, Ref +4, Will +5 (+7 versus Enchantments) 
  Speed 40 ft. (8 squares); 
  Melee unarmed strike +5 or +3/+3 (1d6+2); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4  
  Special Actions: Deflect Arrows, Stunning Fist (DC 
  13), Flurry of Blows 
  Abilities Str 14, Dex 13, Con 12, Int 8, Wis 15, Cha 
  10 
  SQ Evasion, Still Mind, Fast Movement 
  Feats Acrobatic, Improved Unarmed Strike, Deflect 
  Arrows, Stunning Fist, Skill Focus (tumble), 
  Weapon Focus (unarmed strike)  
  Skills  Balance +9, Jump +16, Listen +8, Tumble +14 
  Possessions, boots of agile leaping 
   
   
  KET7-03 Balance of Harmony 
   
  Page 33 
  
  APL 6 
  5: THE MAN IN BLACK 
   
  GRONK 
  CR 5 
  Female Orc Barbarian 5 
  CE Medium Humanoid (Orc) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Orc 
  AC 17, touch 11, flat-footed 17 
   (+1 Dex, +6 armor) 
  hp 55 (5 HD) 
  Fort +6, Ref +2, Will +1 
  Weakness: Light Sensitive 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft.; 
  Melee masterwork greataxe +11 (1d12+7) or dagger 
  +10 (1d4+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +10  
  Special Actions: Rage, piercer cloak 
  Abilities Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  SQ Uncanny Dodge, Improved Uncanny Dodge, 
  Trapsense +1 
  Feats Mounted Combat, Ride-By Attack  
  Skills  Handle Animal +3, Intimidate +6, Ride +11 (+8 
  mounting/dismounting), Survival +3 
  Possessions military saddle, Masterwork greataxe, 
  greataxe, dagger, +1 mindarmor breastplate, 
  piercer cloak, 200 gp 
  Rage (Ex): When in rage (7 rounds, 2/day) make the 
  following adjustments to the stat block above: 
  AC 15, touch 9, flat-footed 15 
   (+1 Dex, -2 rage, +6 armor) 
  hp 65 (5 HD) 
  Fort +8, Ref +2, Will +3 
  Melee  masterwork greataxe +13 (1d12+10) or dagger 
  +12 (1d4+6) 
  Base Atk +5; Grp +12  
  Abilities Str 24, Dex 13, Con 18, Int 8, Wis 10, Cha 6 
   
  ADVANCED NIGHTMARE 
   CR 7 
  Always NE Large outsider (evil extraplanar) 
  Init +7; Senses darkvision 60 ft.; Listen +16, Spot 
  +16 
  Languages Abyssal, Common, Infernal (understand 
  only)  
  AC 26, touch 12, flat-footed 23 
   (-1 size, +3 Dex, +14 natural) 
  Miss Chance: 20% concealment within 5 ft., 50% 
  concealment at 10+ ft. 
  hp 90 (10 HD)  
  Fort +10, Ref +10, Will +8 
  Speed 40 ft. (8 squares), fly 90 ft. (good); Run 
  Melee 2 hooves +13 (1d8+4 plus 1d4 fire) and bite 
  +18 (1d8+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +10; Grp +18  
  Special Actions Flaming hooves, smoke 
  Abilities Str 18, Dex 16, Con 16, Int 13, Wis 13, Cha 
  12 
  SQ astral projection, etherealness 
  Feats Alertness, Improved Initiative, Improved Natural 
  Armor, Run  
  Skills Concentration +12, Diplomacy +7, Intimidate 
  +14, Knowledge (the planes) +14, Listen +16, 
  Move Silently +16, Search +14, Sense Motive +14, 
  Spot +16, Survival +14 (+16 following tracks, +16 
  on other planes) 
  Flaming Hooves (Su): A blow from a nightmare's 
  hooves sets combustible materials alight.  
  Smoke (Su): During the excitement of battle, a 
  nightmare snorts and neighs with rage. This 
  snorting fills a 15-foot cone with a hot, sulfurous 
  smoke that chokes and blinds opponents. Anyone 
  in the cone must succeed on a DC 18 Fortitude 
  save or take a -2 penalty on all attack and damage 
  rolls until 1d6 minutes after leaving the cone. The 
  cone lasts 1 round, and the nightmare uses it once 
  as a free action during its turn each round. The 
  save DC is Constitution-based. 
   
  Because of the smoke it gives off, a 
  nightmare has concealment against creatures 5 
  feet away, and total concealment against creatures 
  10 feet or farther away. The smoke does not 
  obscure the nightmare's vision at all. 
  Astral Projection and Etherealness (Su) These 
  abilities function just like the spells of the same 
  names (caster level 20th); a nightmare can use 
  either at will. 
   
  8: THE JUGGLERS  
  GODAN, ISADI, TOUCA, SAKA CR 5 
  Male/female/female Human Monk 5 
  LN Medium Humanoid (Human) 
  Init +1; Senses Listen +11, Spot +3 
  Languages Common 
  AC 15, touch 15, flat-footed 14 
   (+1 Dex, +4 class) 
  hp 35 (5 HD) 
  Fort +5, Ref +5, Will +7 (+9 versus Enchantments) 
  Speed 40 ft. (8 squares); 
  Melee unarmed strike +5/+5 or +6 (1d8+2); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5  
  Special Actions: Deflect Arrows, Flurry of Blows (-1/-
  1), Stunning Fist (DC 15), Karmic Strike (magic) 
  Abilities Str 14, Dex 13, Con 12, Int 8, Wis 16, Cha 
  10 
  SQ Evasion, Fast Movement, Purity of Body, Slow 
  Fall (20 ft.), Still Mind 
  Feats Acrobatic, Improved Unarmed Strike, Deflect 
  Arrows, Stunning Fist, Skill Focus (tumble), 
  Weapon Focus (unarmed strike)  
  Skills  Balance +11, Jump +18, Listen +11, Tumble 
  +16 
  KET7-03 Balance of Harmony 
   
  Page 34 
  
  Possessions boots of agile leaping, brawler's 
  gauntlets 
   
  KET7-03 Balance of Harmony 
   
  Page 35 
  
  APL 8 
   
  5: THE MAN IN BLACK 
   
  GRONK 
  CR 9 
  Female Orc Barbarian 9 
  CE Medium Humanoid (Orc) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Orc 
  AC 18, touch 12, flat-footed 18 
   (+2 Dex, +6 armor) 
  hp 99 (9 HD); DR 1/- 
  Fort +8, Ref +5, Will +3 (+8 with mindarmor versus 
  mind-affecting) 
  Weakness: Light Sensitive 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft.; 
  Melee +1 longaxe +16/+11 (1d12+10) or dagger 
  +15/+10 (1d4+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +15  
  Special Actions: Reckless Rage, piercer cloak, 
  mindarmor, Power Attack 
  Abilities Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  SQ Uncanny Dodge, Improved Uncanny Dodge, Trap 
  Sense +3 
  Feats Exotic Weapon Proficiency (longaxe), Mounted 
  Combat, Power Attack, Reckless Rage* 
  Skills  Handle Animal +3, Intimidate +10, Ride +16 
  (+13 mounting/dismounting), Survival +7 
  Possessions military saddle, +2 gauntlets of ogre 
  power, +1 longaxe, masterwork greataxe, dagger, 
  +1 mindarmor breastplate, piercer cloak, 600 gp 
  Rage (Ex): When in rage (8 rounds, 3/day) make the 
  following adjustments to the stat block above: 
  AC 14, touch 8, flat-footed 14 
   (+2 Dex, -4 rage, +6 armor) 
  hp 126 (9 HD) 
  Fort +11, Ref +5, Will +5 (+10 with mindarmor versus 
  mind-affecting) 
  Melee +1 longaxe +19/+14 (1d12+14) or dagger +18 
  (1d4+9) 
  Base Atk +9; Grp +18  
  Abilities Str 28, Dex 14, Con 20, Int 8, Wis 10, Cha 6 
  * See Appendix 2: New rules items 
   
  ADVANCED NIGHTMARE 
   CR 7 
  Always NE Large outsider (evil extraplanar) 
  Init +7; Senses darkvision 60 ft.; Listen +16, Spot 
  +16 
  Languages Abyssal, Common, Infernal (understand 
  only)  
  AC 26, touch 12, flat-footed 23 
   (-1 size, +3 Dex, +14 natural) 
  Miss Chance: 20% concealment within 5 ft., 50% 
  concealment at 10+ ft. 
  hp 90 (10 HD)  
  Fort +10, Ref +10, Will +8 
  Speed 40 ft. (8 squares), fly 90 ft. (good); Run 
  Melee 2 hooves +13 (1d8+4 plus 1d4 fire) and bite 
  +18 (1d8+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +10; Grp +18  
  Special Actions Flaming hooves, smoke 
  Abilities Str 18, Dex 16, Con 16, Int 13, Wis 13, Cha 
  12 
  SQ astral projection, etherealness 
  Feats Alertness, Improved Initiative, Improved Natural 
  Armor, Run  
  Skills Concentration +12, Diplomacy +7, Intimidate 
  +14, Knowledge (the planes) +14, Listen +16, 
  Move Silently +16, Search +14, Sense Motive +14, 
  Spot +16, Survival +14 (+16 following tracks, +16 
  on other planes) 
  Flaming Hooves (Su): A blow from a nightmare's 
  hooves sets combustible materials alight.  
  Smoke (Su): During the excitement of battle, a 
  nightmare snorts and neighs with rage. This 
  snorting fills a 15-foot cone with a hot, sulfurous 
  smoke that chokes and blinds opponents. Anyone 
  in the cone must succeed on a DC 18 Fortitude 
  save or take a -2 penalty on all attack and damage 
  rolls until 1d6 minutes after leaving the cone. The 
  cone lasts 1 round, and the nightmare uses it once 
  as a free action during its turn each round. The 
  save DC is Constitution-based. 
   
  Because of the smoke it gives off, a 
  nightmare has concealment against creatures 5 
  feet away, and total concealment against creatures 
  10 feet or farther away. The smoke does not 
  obscure the nightmare's vision at all. 
  Astral Projection and Etherealness (Su) These 
  abilities function just like the spells of the same 
  names (caster level 20th); a nightmare can use 
  either at will. 
   
  8: THE JUGGLERS  
  GODAN, ISADI, TOUCA, SAKA CR 8 
  Male/female/female Human Monk 8 
  LN Medium Humanoid (Human) 
  Init +2; Senses Listen +14, Spot +3 
  Languages Common 
  AC 16, touch 16, flat-footed 14 
   (+2 Dex, +4 class) 
  hp 56 (8 HD) 
  Fort +7, Ref +8, Will +9 (+11 versus Enchantments) 
  Speed 50 ft. (10 squares); 
  Melee unarmed strike +8/+8/+3 (2d8+2); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8  
  Special Actions: Deflect Arrows, Improved Trip, 
  Stunning Fist (DC 17), Wholeness of Body (16 
  points), Flurry of Blows, Karmic Strike (magic) 
  Combat Gear potion of cure serious wounds 
  KET7-03 Balance of Harmony 
   
  Page 36 
  
  Abilities Str 14, Dex 14, Con 12, Int 8, Wis 16, Cha 
  10 
  SQ Evasion, Fast Movement, Purity of Body, Slow 
  Fall (40 ft.), Still Mind 
  Feats Acrobatic, Improved Natural Attack (unarmed 
  strike), Improved Trip, Improved Unarmed Strike, 
  Deflect Arrows, Stunning Fist, Skill Focus (tumble), 
  Weapon Focus (unarmed strike)  
  Skills  Balance +15, Jump +25, Listen +14, Tumble 
  +20 
  Possessions combat gear plus brawler's gauntlets, 
   
  KET7-03 Balance of Harmony 
   
  Page 37 
  
  APL 10 
   
  5: THE MAN IN BLACK 
   
  GRONK 
  CR 9 
  Female Orc Barbarian 9 
  CE Medium Humanoid (Orc) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Orc 
  AC 18, touch 12, flat-footed 18 
   (+2 Dex, +6 armor) 
  hp 99 (9 HD); DR 1/- 
  Fort +8, Ref +5, Will +3 (+8 with mindarmor versus 
  mind-affecting) 
  Weakness: Light Sensitive 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft.; 
  Melee +1 longaxe +16/+11 (1d12+10) or dagger 
  +15/+10 (1d4+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +15  
  Special Actions: Reckless rage, piercer cloak, 
  mindarmor, Power Attack 
  Combat Gear  
  Abilities Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6 
  SQ Uncanny Dodge, Improved Uncanny Dodge, Trap 
  Sense +3 
  Feats Exotic Weapon Proficiency (longaxe), Mounted 
  Combat, Power Attack, Reckless Rage* 
  Skills  Handle Animal +3, Intimidate +10, Ride +16 
  (+13 mounting/dismounting), Survival +7 
  Possessions combat gear plus military saddle, +2 
  gauntlets of ogre power, +1 longaxe, masterwork 
  greataxe, dagger, +1 mindarmor breastplate, 
  piercer cloak, 600 gp 
  Rage (Ex): When in rage (8 rounds, 3/day) make the 
  following adjustments to the stat block above: 
  AC 14, touch 8, flat-footed 14 
   (+2 Dex, -4 rage, +6 armor) 
  hp 126 (9 HD) 
  Fort +11, Ref +5, Will +5 (+10 with mindarmor versus 
  mind-affecting) 
  Melee +1 longaxe +19/+14 (1d12+14) or dagger +18 
  (1d4+9) 
  Base Atk +9; Grp +18  
  Abilities Str 28, Dex 14, Con 20, Int 8, Wis 10, Cha 6 
  * see Appendix 2: New Rules Items 
   
  MIVILORN 
  CR 11 
  CE Huge Magical Beast (chaotic, extraplanar) 
  Init +1; Senses Darkvision 60 ft., low-light vision, 
  scent, Listen +7, Spot +12 
  Languages Abyssal (understand only)  
  AC 21, touch 9, flat-footed 20 
   (-2 size, +1 Dex, +12 natural) 
  hp 372 (24 HD); 
  SR 17 
  Fort +22, Ref +15, Will +10 
  Speed 40 ft. (8 squares); 
  Melee bite +17 (4d6+30/19-20 plus 2d4 acid) 
  including 15 points of Power Attack 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +24; Grp +42  
  Atk Options Improved Bull Rush, Improved Grab, 
  Improved Overrun, Power Attack 
  Special Actions Breath Weapon, Charging Bite, 
  Swallow Whole 
  Abilities Str 31, Dex 13, Con 26, Int 4, Wis 14, Cha 
  11 
  Feats Alertness, Die Hard, Endurance, Improved Bull 
  Rush, Improved Critical (bite), Improved Overrun, 
  Power Attack, Skill Focus (listen), Track  
  Skills Intimidate +10, Listen +7, Spot +12, Survival +9 
  Breath Weapon (Su): 3/day – As a free action, a 
  mivilorn can spew out digestive acid on its 
  opponents. This breath weapon is a 15-foot cone, 
  and it deals 5d4 points of acid damage to any 
  caught in the area (Reflex DC 23 half). The save 
  DC is Dexterity-based. 
  Charging Bite (Ex): When charging, a mivilorn opens 
  its expansive mouth to its fullest width in order to 
  swallow one or more opponent’s whole. If a 
  mivilorn succeeds on a bite attack at the end of a 
  charge, the victim must make a DC 23 Reflex save 
  to avoid being scooped into the creature's 
  expanded, open mouth. A mivilorn can scoop up a 
  single Large creature, or two creatures of Medium 
  or smaller size in the same attack if they are 
  adjacent. In the latter case, the mivilorn makes one 
  attack roll against the opponent with the higher AC. 
  If the creature hits, both opponents take bite 
  damage, and each gets its own save to avoid being 
  trapped in the toothy cage. The save DC is 
  Dexterity-based. 
  Improved Grab (Ex): In order to swallow an opponent 
  without charging, a mivilorn must  hit  Large or 
  smaller opponent with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, it establishes a hold and can try to 
  swallow the foe the following round. 
  Swallow Whole (Ex): A swallowed creature 
  automatically takes 6d4 points of bite damage 
  every round in addition to the maximum damage 
  from the mivilorn's acid attack (8 points). A mivilorn 
  spews out any creature or creatures that succeed 
  in dealing a total of 40 points of damage to its 
  mouth (which has damage reduction 
  15/bludgeoning and an AC of 16). Trapped 
  creatures may only use light melee weapons. 
   
  After 3 rounds of chewing on an opponent, a 
  mivilorn spits it out to see if it is dead. If its still 
  alive, the mivilorn attempts to grapple and swallow 
  the creature a second time.  
   
   
  KET7-03 Balance of Harmony 
   
  Page 38 
  
  8: THE JUGGLERS  
  GODAN, ISADI, TOUCA, SAKA CR 10 
  Male/female/female Human Monk 10 
  LN Medium Humanoid (Human) 
  Init +2; Senses Listen +16, Spot +3 
  Languages Common 
  AC 17, touch 17, flat-footed 15 
   (+2 Dex, +5 class) 
  hp 70 (10 HD) 
  Fort +8, Ref +9, Will +10 (+12 versus Enchantments) 
  Speed 60 ft. (12 squares); 
  Melee unarmed strike +10/+10/+5 (2d8+2); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9  
  Special Actions: Deflect Arrows, Improved Trip, 
  Power Attack, Stunning Fist (DC 18), Wholeness of 
  Body (20 points), Flurry of Blows, Karmic Strike 
  (lawful, magic) 
  Abilities Str 14, Dex 14, Con 12, Int 8, Wis 16, Cha 
  10 
  SQ Evasion, Improved Evasion, Purity of Body, Slow 
  Fall (50 ft.), Still Mind 
  Feats Acrobatic, Improved Natural Attack (unarmed 
  strike), Improved Trip, Improved Unarmed Strike, 
  Deflect Arrows, Power Attack, Stunning Fist, Skill 
  Focus (tumble), Weapon Focus (unarmed strike)  
  Skills  Balance +17, Jump +31, Listen +16, Tumble 
  +22 
  Possessions reciprocal bracers 
   
  KET7-03 Balance of Harmony 
   
  Page 39 
  
  APL 12 
   
  5: THE MAN IN BLACK 
   
  GRONK 
  CR 13 
  Female Orc Barbarian 13 
  CE Medium Humanoid (Orc) 
  Init +3; Senses Listen +0, Spot +0 
  Languages Common, Orc 
  AC 21, touch 14, flat-footed 21 
   (+3 Dex, +1 deflection, +7 armor) 
  hp 156 (13 HD); DR 3/- 
  Fort +11, Ref +7, Will +4 (+9 with mindarmor versus 
  mind-affecting) 
  Weakness: Light Sensitive 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft.; 
  Melee +2 longaxe +22/+17/+12 (1d12+12) or dagger 
  +20/+15/+10 (1d4+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +20  
  Special Actions: Greater Reckless Rage, piercer 
  cloak, mindarmor, Power Attack, Cleave 
  Abilities Str 24, Dex 16, Con 14, Int 8, Wis 10, Cha 6 
  SQ Uncanny Dodge, Improved Uncanny Dodge, Trap 
  Sense +4 
  Feats Cleave, Exotic Weapon Proficiency (longaxe), 
  Mounted Combat, Power Attack, Reckless Rage*  
  Skills  Handle Animal +3, Intimidate +14, Ride +21 
  (+18 mounting/dismounting), Survival +11 
  Possessions plus military saddle, +4 belt of strength, 
  +2 gloves of dexterity, +2 amulet of health, +1 ring 
  of protection, +2 longaxe, masterwork greataxe, 
  dagger, +2 mindarmor breastplate, piercer cloak, 
  600 gp 
  Greater Rage (Ex): When in rage (10 rounds, 4/day) 
  make the following adjustments to the stat block 
  above: 
  AC 17, touch 10, flat-footed 17 
   (+3 Dex, -4 rage, +1 deflection, +7 armor) 
  hp 208 (13 HD) 
  Fort +15, Ref +7, Will +7 (+12 with mindarmor versus 
  mind-affecting) 
  Melee +2 longaxe +26/+21/+16 (1d12+18) or dagger 
  +24/+19/+14 (1d4+11) 
  Base Atk +13; Grp +24  
  Abilities Str 32, Dex 16, Con 24, Int 8, Wis 10, Cha 6 
   
  MIVILORN 
  CR 11 
  CE Huge Magical Beast (chaotic, extraplanar) 
  Init +1; Senses Darkvision 60 ft., low-light vision, 
  scent, Listen +7, Spot +12 
  Languages Abyssal (understand only)  
  AC 21, touch 9, flat-footed 20 
   (-2 size, +1 Dex, +12 natural) 
  hp 372 (24 HD); 
  SR 17 
  Fort +22, Ref +15, Will +10 
  Speed 40 ft. (8 squares); 
  Melee bite +17 (4d6+30/19-20 plus 2d4 acid) 
  including 15 points of Power Attack 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +24; Grp +42  
  Atk Options Improved Bull Rush, Improved Grab, 
  Improved Overrun, Power Attack 
  Special Actions Breath Weapon, Charging Bite, 
  Swallow Whole 
  Abilities Str 31, Dex 13, Con 26, Int 4, Wis 14, Cha 
  11 
  Feats Alertness, Die Hard, Endurance, Improved Bull 
  Rush, Improved Critical (bite), Improved Overrun, 
  Power Attack, Skill Focus (listen), Track  
  Skills Intimidate +10, Listen +7, Spot +12, Survival +9 
  Breath Weapon (Su): 3/day – As a free action, a 
  mivilorn can spew out digestive acid on its 
  opponents. This breath weapon is a 15-foot cone, 
  and it deals 5d4 points of acid damage to any 
  caught in the area (Reflex DC 23 half). The save 
  DC is Dexterity-based. 
  Charging Bite (Ex): When charging, a mivilorn opens 
  its expansive mouth to its fullest width in order to 
  swallow one or more opponent’s whole. If a 
  mivilorn succeeds on a bite attack at the end of a 
  charge, the victim must make a DC 23 Reflex save 
  to avoid being scooped into the creature's 
  expanded, open mouth. A mivilorn can scoop up a 
  single Large creature, or two creatures of Medium 
  or smaller size in the same attack if they are 
  adjacent. In the latter case, the mivilorn makes one 
  attack roll against the opponent with the higher AC. 
  If the creature hits, both opponents take bite 
  damage, and each gets its own save to avoid being 
  trapped in the toothy cage. The save DC is 
  Dexterity-based. 
  Improved Grab (Ex): In order to swallow an opponent 
  without charging, a mivilorn must  hit  Large or 
  smaller opponent with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, it establishes a hold and can try to 
  swallow the foe the following round. 
  Swallow Whole (Ex): A swallowed creature 
  automatically takes 6d4 points of bite damage 
  every round in addition to the maximum damage 
  from the mivilorn's acid attack (8 points). A mivilorn 
  spews out any creature or creatures that succeed 
  in dealing a total of 40 points of damage to its 
  mouth (which has damage reduction 
  15/bludgeoning and an AC of 16). Trapped 
  creatures may only use light melee weapons. 
   
  After 3 rounds of chewing on an opponent, a 
  mivilorn spits it out to see if it is dead. If its still 
  alive, the mivilorn attempts to grapple and swallow 
  the creature a second time.  
   
   
  KET7-03 Balance of Harmony 
   
  Page 40 
  
  8: THE JUGGLERS  
  GODAN, ISADI, TOUCA, SAKA CR 13 
  Male/female/female Human Monk 13 
  LN Medium Humanoid (Human) 
  Init +6; Senses Listen +19, Spot +3 
  Languages Common 
  AC 17, touch 17, flat-footed 15 
   (+2 Dex, +5 class) 
  hp 91 (13 HD) 
  SR 23 
  Fort +9, Ref +10, Will +11 (+13 versus 
  Enchantments) 
  Speed 70 ft. (14 squares); 
  Melee unarmed strike +12/+12/+12/+7 (3d6+2); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +11  
  Special Actions: Abundant Step (Su), Deflect 
  Arrows, Improved Trip, Power Attack, Stunning Fist 
  (DC 19), Wholeness of Body (26 points), Flurry of 
  Blows, Karmic Strike (lawful, magic) 
  Abilities Str 14, Dex 14, Con 12, Int 8, Wis 16, Cha 
  10 
  SQ Evasion, Diamond Soul, Fast Movement, 
  Improved Evasion, Purity of Body, Slow Fall 960 ft), 
  Still Mind 
  Feats Acrobatic, Improved Initiative, Improved Natural 
  Attack (unarmed strike), Improved Trip, Improved 
  Unarmed Strike, Deflect Arrows, Power Attack, 
  Stunning Fist, Skill Focus (tumble), Weapon Focus 
  (unarmed strike)  
  Skills  Balance +20, Jump +38, Listen +19, Tumble 
  +25 
  Possessions None
  KET7-03 Balance of Harmony 
   
  Page 41 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Reckless Rage [General] 
  You are considered extreme even among other barbaric 
  warriors, and you enter a deeper state of rage than 
  others. 
   
  Prerequisite: Con 13, rage ability. 
   
  Benefit: Whenever you activate your rage ability, 
  you take an additional -2 penalty to your Armor Class, 
  but you gain an additional +2 bonus to Strength and 
  Constitution. These bonuses and penalties stack with 
  the effects of rage, greater rage, and mighty rage. 
   
  Source: Races of Stone 143 
   
  MAGIC ITEMS 
  Boots of Agile Leaping 
  Price (item level): 600 gp (3
  rd) 
  Body Slot: Feet 
  Caster level: 3
  rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: - 
   
  While wearing boots of agile leaping, you can add 
  your Dexterity modifier (instead of your Strength 
  modifier) on Jump checks. 
  If you have at least 5 ranks in Balance, you can stand 
  from prone as a swift action. When standing from 
  prone, you do not provoke attacks of opportunity. 
   
  Prerequisites: Craft Wondrous Item, cat's grace. 
   
  Cost to Create: 300 gp, 24 xp, 1 day. 
   
  Source: Magic Item Compendium 76 
   
  Brawler's Gauntlets 
  Price (item level): 1000 gp (4
  th) 
  Body Slot: Hands 
  Caster level: 3
  rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Swift (command) 
   
  Wrestlers and priests of he brawler god Kord prize 
  these gauntlets. When activated, for 1 round they grant 
  you a +2 bonus on grapple checks and damage rolls 
  when making unarmed attacks. 
   
  Brawler's gauntlets function three times per day. 
   
  Prerequisites: Craft Wondrous Item, bull's 
  strength. 
   
  Cost to Create: 500 gp, 40 xp, 1 day. 
   
  Source: Magic Item Compendium 82 
   
  Lantern of Dharmal 
   
  Price: unique item, cannot be replicated 
   
  Aura: Faint; all schools 
   
  Activation: Immediate (when something is 
  placed inside it) 
   
  This looks like an ordinary brass lantern with six 
  panes of glass—one of which is hinged to swing 
  open—except there is no oil reservoir on the bottom, 
  and no place for a wick inside. 
  This item focuses and magnifies the properties of 
  anything that is placed inside such that anyone 
  standing within 100 feet of it must make a DC 5 Will 
  save (on which a 1 does not automatically fail) or be 
  mentally affected by the item, magnifying personality 
  traits that are aligned with the item and suppressing 
  traits that are opposed to it. This save must be retried 
  every minute (10 rounds) that a person is within range 
  of its effect until a failure is achieved. There is no overt 
  effect, and the victims will not notice the effect, pass or 
  fail.  
   
  The stronger the item, the greater the effect. So a 
  relatively weak potion of heroism would make those 
  who fail their Will save feel mildly heroic. Stronger 
  items will have greater effects. 
   
  Any person affected by the Lantern will continue 
  to feel the effect for 48 hours afterwards. 
   
  Mindarmor 
  Price: 3000 gp 
  Property: Armor or shield 
  Caster level: 5
  th 
  Aura: Faint; (DC 17) enchantment 
  Activation: Immediate (mental) 
   
  When activated, a suit of armor or a shield that has 
  this property grants you a +5 bonus on Will saves to 
  resist mind-affecting spells and abilities until the start 
  of your next turn. 
   
  The mindarmor property functions three times 
  per day. 
   
  Prerequisites: Craft Magic Arms and Armor, 
  heroism. 
   
  Cost to Create: 1500 gp, 120 xp, 3 days. 
   
  Source: Magic Item Compendium 13 
   
  Piercer Cloak 
  Price (Item Level): 900 gp (4
  th) 
  Body Slot: Shoulders 
  Caster level: 3
  rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Swift (mental) 
  Weight: - 
   
  The wearer of a piercer cloak can make devastating 
  attacks when positioned above her enemy. When you 
  activate a piercer cloak, any attack you make on your 
  current turn from higher ground (PH 151) deals an 
  extra 1d6 points of damage. If you charge your enemy 
  KET7-03 Balance of Harmony 
   
  Page 42 
  
  from at least 10 feet above him, this extra damage 
  increases to 2d6. This benefit lasts for 1 round. 
   
  This ability functions three times per day. 
   
  Prerequisites: 
  Craft 
  Wondrous 
  Item, 
  bull's 
  strength, jump. 
   
  Cost to Create: 450 gp, 36 xp, 1 day. 
   
  Source: Magic Item Compendium 118 
   
  Reciprocal Bracers 
  Price (item level): 5000 gp (9
  th) 
  Body Slot: Arms 
  Caster level: 5
  th 
  Aura: Faint; (DC 17) transmutation 
  Activation: Immediate (command) 
   
  Warriors tired of taking more damage then they 
  deal out appreciate the power of reciprocal bracers, 
  which allow them to turn their enemies' powerful 
  strikes against them. If you score a hit in melee against 
  someone who scored a critical hit or sneak attack 
  against you since your last turn, you can activate these 
  bracers to automatically consider your attack roll a 
  critical threat. You must still confirm the critical hit as 
  normal. 
   
  This ability functions two times per day. 
   
  Prerequisites: Craft Wondrous Item, keen edge. 
   
  Cost to Create: 2500 gp, 200 xp, 5 days. 
   
  Source: Magic Item Compendium 120 
   
  MUNDANE EQUIPMENT 
  Longaxe 
   
  Exotic two-handed melee weapon 
   
  A longaxe looks like a greataxe with an elongated 
  haft. This feature makes the weapon awkward to wield 
  by those unfamiliar with its use, but those proficient 
  with the weapon can use the haft's extra length to 
  attack foes more than 5 feet away so long as they are 
  willing to forgo precision in favor of dealing more 
  damage. 
  If you are proficient with the longaxe, you can treat is 
  as a reach weapon any time you use the Power Attack 
  feat to shift 3 or more points of your attack bonus from 
  attack to damage. When you use a longaxe in this 
  manner, you can strike opponents 10 feet away with it, 
  but you cannot use it against an adjacent foe. Because 
  you determine the use of the Power Attack feat for an 
  entire turn, you must wield the longaxe as either a 
  reach weapon or a normal weapon until the beginning 
  of your next turn once you make the decision. You 
  cannot wield it as both a reach weapon and a normal 
  weapon in the same turn. 
   
  Characters proficient with the longaxe can treat it 
  as a greataxe for the purpose of any of the following 
  feats: Greater Weapon Focus, Greater Weapon 
  Specialization, Improved Critical, Weapon Focus, and 
  Weapon Specialization. 
   
  Price: 35 gp. 
   
  Damage (medium): 1d12 
   
  Critical: x3 
   
  Weight: 15 lb. 
   
  Type: Slashing 
   
  Source: Complete Adventurer 115 
   
   
   
   
  KET7-03 Balance of Harmony 
   
  Page 43 
  
  APPENDIX 3: KET LAWS 
   
  For minor crimes (sentences of 10 TUs stock time or less), Threshers are able to immediately investigate 
  the crime, interview witnesses, pass judgment and carry out the sentence. For major crimes, the accused is 
  turned over to a formal court hearing before a Jurat and two mullahs. 
   
  Crime & Punishment: The punishment for many crimes, especially of assault, aggravated assault and 
  murder, will largely depend on the status of the person against whom the crime was done 
   
  Mitigating Circumstances: In recent times, moderate voices have convinced the Beygraf that the "all-or-
  nothing" aspect of the justice system had become a burden to the common people. The solution was to 
  introduce "mitigating circumstances" to sentencing--given certain predetermined circumstances during the 
  commission of the crime, the convicted person will receive a reduced sentence.  
   
  Legal wrangling: Upon conviction, legal wrangling can be attempted in order to reduce the sentence 
  when there are no mitigating circumstances, or in place of mitigating circumstances. However, if a PC 
  attempts legal wrangling, then he or she cannot call upon mitigating circumstances as well. By making a 
  Diplomacy or Profession (Lawyer) check at DC 20 + APL, execution will be reduced to life in the mines, life in 
  the mines will be reduced to 2 years in the mines, and all other sentences reduced to half their length or half 
  the fine, whichever is applicable. 
   
  CRIMES OF DEBT  
  Falling into Debt (Citizen): Sentenced to 
  become ushdar (indentured servant) in household of 
  creditor until Jurat has determined that worth of 
  labor performed has matched debt.  
   Mitigating Circumstances: None 
   
  Unpaid debt obtained with Fraudulent 
  Collateral (Non-Citizen): Upon determination 
  that collateral did not match worth of loan, sentenced 
  to become qashar (mine slave) until Jurat has 
  determined that worth of labor performed has 
  matched debt.  
   Mitigating Circumstances: None 
   
  MINOR CRIMES  
  Vandalism: Fine equal to double the value of the 
  property damage, plus repair costs to owner of 
  property; or if unable to pay fine, 1 TU of court-
  appointed indentured servitude per 10 greatshields of 
  property damage.*  
   
  Mitigating Circumstances: None 
   
  Tax evasion: Fine equal to double the value of the 
  tax owed, or if unable to pay fine, court-appointed 
  indentured servitude to a Citizen of Jurat’s choice, 1 
  TU per 10 greatshields of tax owed.*  
   Mitigating Circumstances: None 
   
  Break & Enter: 2 TUs in stocks for unauthorized 
  entry, in addition to any punishment for theft.  
  Mitigating Circumstances: It was an emergency; 
  Effect: No fine or conviction 
   
  Theft: Fine equal to double the value of the item 
  stolen owed, plus restitution to owner of property; or 
  if unable to pay fine, court-appointed indentured 
  servitude to owner of property, 1 TU of per 10 
  greatshields of property value*  
   Mitigating Circumstances: None  
   
  Heresy: The worship of Olidamarra is illegal in Ket, 
  punishable with 1 TU in the stocks and confiscation 
  of any materials dedicated to Olidamarra (including 
  holy symbols)  
   Mitigating Circumstances: None  
   
  CRIMES AGAINST “MONSTERS”  
  Killing 
  of 
  "monster": 
  Fine 
  (typically 
  100 
  greatshields); or if unable to pay fine, court-appointed 
  indentured servitude to Citizen of Jurat’s choice, 1 TU 
  per 10 greatshields of fine owed.*  
   
  Mitigating 
  Circumstances: 
  Any 
  reasonable 
  excuse; Effect: No fine or conviction 
   
  CRIMES AGAINST NON-RESIDENTS  
  Aggravated Assault (lethal damage):  2 TU in 
  stocks.  
  Mitigating 
  Circumstances: 
  Any 
  reasonable 
  excuse as long as accused did not initiate the 
  combat. Effect: No fine or conviction 
   
  Lethal Assault (resulting in death): 10 TUs in 
  stocks [Paying for a successful raise dead reduces 
  conviction to Aggravated Assault] 
  Mitigating Circumstances: Self defense. Effect: No 
  fine or conviction 
   
  Kidnapping or Torture: 10 TUs in stocks 
   
  Mitigating Circumstances: None 
   
  CRIMES AGAINST RESIDENTS 
  Simple Assault (non-lethal): 2 TU in stocks 
  KET7-03 Balance of Harmony 
   
  Page 44 
  
   
  Mitigating 
  Circumstances: 
  Any 
  reasonable 
  excuse as long as accused did not initiate the 
  combat. Effect: No fine or conviction 
   
  Aggravated Assault (lethal damage):  5 TUs in 
  stocks 
   Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat 
  Effect: 2 TUs in stocks, conviction 
  for simple assault  
   
  Deadly Assault (lethal damage and loss of 
  consciousness): 5 TUs in stocks 
         
   Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat. Effect: 2 TUs in stocks, conviction for 
  simple assault  
   
  Kidnapping or Torture: 1 year in mines** 
   Mitigating Circumstances: None  
   
  Manslaughter: 1 year in mines** 
   Mitigating Circumstances: Self defense. Effect: 
  10 TUs in stocks 
   
  CRIMES AGAINST HORSES   
  Simple Assault(non-lethal damage): 2 TU in 
  stocks 
   Mitigating Circumstances: Self-defense, as long 
  as accused did not initiate the combat with owner 
  of horse; Effect: No fine or conviction 
   
  Aggravated Assault (lethal damage): 5 TUs in 
  stocks 
   Mitigating Circumstances: Self-defense, as long 
  as accused did not initiate the combat with owner 
  of horse, and cured all lethal damage at end of 
  combat. Effect: 2 TUs in stocks, convicted of 
  simple assault 
   
  Deadly Assault (lethal damage and loss of 
  consciousness): 10 TUs in stocks 
   Mitigating Circumstances: Self-defense, as long 
  as accused did not initiate the combat with owner 
  of horse, and cured all lethal damage at end of 
  combat. Effect: 5 TUs in stocks, convicted of 
  aggravated assault  
   
  Horse Theft: 52 TU in stocks and fine equal to 
  double the value of the horse plus restitution to 
  owner of horse. If unable to pay fine, 52 TUs in stocks 
  or 1 year in mines** plus 1 TU of court-appointed 
  indentured servitude per 10 greatshields of value of 
  the horse* 
  Mitigating Circumstances: To save the life of the 
  Beygraf. Effect: No penalty 
   
  Kidnapping or Torture: 2 years in mines** 
   
  Mitigating Circumstances: None  
   
  Horseslaughter: 2 years in mines** 
   Mitigating Circumstances: Self-defense, as long 
  as accused did not initiate the combat with owner 
  of horse. Effect: 10 TUs in stocks, convicted of 
  deadly assault 
   
  CRIMES AGAINST CITIZENS 
  Simple Assault (non-lethal): 2 TU in stocks 
   Mitigating 
  Circumstances: 
  Any 
  reasonable 
  excuse as long as accused did not initiate the 
  combat. Effect: No fine or conviction 
   
  Aggravated Assault (lethal damage):  5 TUs in 
  stocks 
   Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat. Effect: 2 TUs in stocks, conviction for 
  simple assault  
   
  Deadly Assault (lethal damage and loss of 
  consciousness): 10 TUs in stocks 
   Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat. Effect: 5 TUs in stocks, convicted of 
  aggravated assault  
   
  Kidnapping or Torture: Life in mines** 
   
  Mitigating Circumstances: None  
   
  Murder, unpremeditated: 
  Life in mines** 
  [Paying for a successful raise dead reduces conviction 
  to Deadly Assault] 
   Mitigating Circumstances: Self defense. Effect: 
  26 TUs in mines** 
   
  Murder, premeditated: Execution. [Paying for a 
  successful raise dead reduces conviction to Murder, 
  unpremeditated]  
   Mitigating Circumstances: None 
   
  CRIMES AGAINST THE STATE 
  Bearing of armor or weapons inside walled 
  city or town: 10 TUs in stocks 
   
  Mitigating Circumstances: None 
   
  Impersonation for criminal purposes***:  
  Execution 
   
  Mitigating Circumstances:  
   
  Impersonation of Resident: 1 TU in stocks 
   
  Impersonation of Citizen: 4 TUs in stocks 
   
  Impersonation of member of military unit except 
  Threshers: 10 TUs in stocks 
   Impersonation of Thresher or Jurat: 1 year in 
  mines** 
  KET7-03 Balance of Harmony 
   
  Page 45 
  
   Impersonation of Bey or Graf: Life in mines** 
   Impersonation of the Beygraf: Execution 
   
  Attack on military officer, government 
  official or Jurat: Look up same type of assault 
  against Citizen and double the penalty. 
   
  Mitigating Circumstances: None 
   
  Theft of Beygraf's property: Execution 
   Mitigating Circumstances: As determined by 
  Jurat . Effect: Life in the mines 
   
  Crimes against the Beygraf:  Execution 
   Mitigating Circumstances: As determined by 
  Jurat. Effect: Life in the mines 
   
  Treason: Execution  
   
  Mitigating Circumstances: None 
   
  *Only a Citizen may become an ushdar (indentured 
  servant). Residents and non-residents unable to pay fine 
  are sentenced to labour in the mines, value of their work 
  (minus cost of food) used to pay off fine. This typically 
  works out to about  30 greatshields per year. 
  **Any sentence of time in the mines includes branding on 
  right cheek and lifetime loss of Citizenship 
  ***Impersonation for purposes of entertainment or satire, 
  either public or private, is not judged to be a crime.
  KET7-03 Balance of Harmony 
   
  Page 46 
  
  DM AID: SPEAK WITH THE DEAD 
  If an attempt is made to speak with the dead in Abouza, use this process. 
   
  VILLAGERS (ANYONE BUT GRAPPLE THE BARBARIAN)  
  The dead person gets a saving throw as per the spell description if the caster’s alignment does not match that of 
  the dead person. Use the following method to determine whether the villager being spoken to is of the same 
  alignment as the caster:  
   
  Was the villager was affected by the Lantern?  
    Roll percentile: 1–80% = Affected, 81–100% = Unaffected. 
   
  Affected by Lantern 
   
  All alignments were changed to these proportions (roll percentile): 
  • 
  Chaotic Good: 1–14 
  • 
  Chaotic Neutral: 15–78 
  • 
  Chaotic Evil: 79–100 
   
  Unaffected by Lantern 
  Alignments remained in these proportions (roll percentile): 
  • 
  Lawful Neutral: 1–60 
  • 
  Lawful Evil: 61–80 
  • 
  Lawful Good 81–90 
  • 
  Chaotic Good 91-92 
  • 
  Neutral Good 93-94 
  • 
  Neutral 95-96 
  • 
  Neutral Evil 97-98 
  • 
  Chaotic Neutral 99-100 
  If the villager’s alignment is the same as the caster’s or if the villager fails his or her save versus the spell, the 
  villager will remember this in answer to questions—it was an ordinary day, kind of dull without the 
  womenfolk and children, but then as the day progressed, there was a freedom, a freedom against stupid rules, a 
  freedom against petty social niceties, a desire to do anything, as long as nobody got in the way, and I’ll just take 
  my sword with me to make sure nobody does, time to have a drink at the tavern, then argue, then fight, then 
  the barbarian insulted me, then there was a red haze of anger, and then pain, and then nothing.  
   
  The jugglers: Under no circumstances will a villager recall the jugglers as such—they didn’t unpack, did 
  not identify themselves as such, and left as soon as they found out all the women and children were gone. If 
  the caster specifically asks if caravans or wagons rolled through town, the villager will answer yes, several did. 
  If asked if anything was unusual about any of them, there is a 10% chance that a villager will recall a caravan of 
  2 wagons of humans stopped briefly in the village at about 10 am before continuing on. 
   
   
   
  GRAPPLE THE BARBARIAN 
  If someone attempts to speak with the dead to Grapple, his alignment was Chaotic Neutral. If the caster is also 
  CN, or if Grapple fails his save versus the spell, Grapple was a mercenary and caravan guard. He will remember 
  getting kicked out of the town of Jhallda for public drunkenness yesterday morning, then arriving in this a 
  pokey village, needing a drink, arguing with the stupid people, getting angry with the stupid people, who then 
  tried to hurt him with their puny weapons, then the red haze of battle he enjoys so much, and then needing a 
  drink again, and the red haze turning to black. If asked about caravans, sure, there’s always caravans on the 
  road, he often worked as a guard.  
  KET7-03 Balance of Harmony 
   
  Page 47 
  
  DM AID 2: MAP OF JHALLDA 
   
   
  Tuflik River 
  To  
  Abouza 
  R 
  Q 
  N 
  A 
  L 
  B 
  C 
  M 
  P 
  K 
  D 
  E 
  J 
   
  H 
  F 
  KET7-03 BALANCE OF HARMONY 
  TOWN OF JHALLDA 
   
  A = Thresher Station  
  B = Stocks  
  C = Courthouse 
   
  D = Butcher 
   
  E = Temple of Al’Akbar  
   
  F = Jalaf’s Fishing Spot  
  G = Hilltop lookout of Varya  
   
  H = Wanderer’s Last Stop Inn 
  J = Shrine to Fharlagn 
  K = Cat’s Cup Tavern 
  L = Town Common 
  M = Jahanabad 
  N =  Darabadara 
  P = Cobbler 
  Q = Blacksmith  
  R = Trail to Grazelt’s property 
  G 
  To  
  Bayat 
  KET7-03 Balance of Harmony 
   
  Page 48 
  
  DM AID 3: JUGGLERS’ STAGE IN BAYAT 
   
   
   
  B
  A
  C 
  AUDIENCE 
  KET7-03 BALANCE OF HARMONY 
  JUGGLERS’ STAGE ON  
  BAYAT VILLAGE COMMON 
   
  1 square = 5 feet 
   
  A =  wagon containing Lantern 
   
  B =  other wagon 
   
  C =  temporary stage (10 x 20), 3 ft off ground, with 
  8’ backdrop curtains 
   
  KET7-03 Balance of Harmony 
   
  Page 49 
  
  PLAYER HANDOUT 1: MAP OF KET 
   
   
  KET7-03 BALANCE OF HARMONY 
  MAP OF KET 
   
   
   
   
  �  Location of adventure 
  KET7-03 Balance of Harmony 
   
  Page 50 
  
  PLAYER HANDOUT 2: MAP OF AREA 
   
   
  Firun 
  Halaryn 
  Dimilash 
  Abouza 
  Jhallda 
  Bayat  
  Adventurers 
  Tuflik River 
  Ferry 
  Halafi 
   
  KET7-03 Balance of Harmony 
   
  Page 51 
  
   PLAYER HANDOUT 3: THE ARCHWAY 
   
   
   
  KET7-03 Balance of Harmony 
   
  Page 52 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/597/Normal Scenarios/KET7-03 - Balance of Harmony (APL 2-12)/KET7-03 - Balance of Harmony.pdf