TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission 
  of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the 
  material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This 
  product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 
  Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at silverdka@yahoo.ca 
  for LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
   
   
  KET6-02 
   
   
   
  Rules of Engagement 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Regional Adventure set in Ket 
  by Stephen Baker and Telquenariel 
  Circle Edit: Tim Sech 
   
  The Faith of Al’Akbar, in the pristine form of the True Faith, is ready to celebrate the refurbishment of an important 
  Temple.  How can you play a part in all of this? An adventure for character levels 1 to 14 (APLs 2-12) set in Lopolla, the 
  capital of Ket. There is a possibility of player vs. player conflict in this adventure.  Furthermore, animals and animal 
  companions other than horses and riding dogs may find themselves restricted in this adventure.  
  
  Ket6-02 Rules of Engagement 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even 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 table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  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 player 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, 2007.  
   
  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 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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table 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).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  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 
  
  Ket6-02 Rules of Engagement 
   
  Page 3 
  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. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level PCs 
  to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level PCs may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise PCs to buy riding dogs to help protect 
  them, and fight for them. 
  Time Units and Upkeep 
  This is a standard one round Regional adventure, set in 
  Ket.  PCs native to Ket pay one Time Unit per round, all 
  others pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per round.  Rich Upkeep 
  costs 50gp per round.  Luxury Upkeep costs 100gp per 
  round. 
   
  Adventure Background 
   
  Church of Hextor 
  The church of Hextor lost official religion status 
  (although it was not banned from practice in Ket) during 
  the course of the Ket-Tusmit war.  The Beygraf did not 
  appreciate their public denunciations of his prosecution 
  of the war and responded by stripping them of their 
  status and confiscating their lands and goods.  The High 
  Priest was found dead during that time, although the 
  actual source of the killing was never fully investigated. 
  Since that time, the Church has worked diligently to 
  restore their status in Ket.  They have now made an 
  arrangement with the Beygraf that, in return for strict 
  support of him and his position and their public 
  declaration of the same, he will grant them once more 
  the status they had as an official state religion and restore 
  their lands (but not their goods, which have long since 
  been sold).   This information should come out during 
  Gather Information checks in Encounter Two but if not, 
  should be included at the Conclusion. 
  Whether this has further political ramifications is 
  unknown at this point…but it is suspected that they will 
  act as a counter to the influence of the True Faith, since 
  they intend to support the Beygraf fully. 
  The Great Mosque of Lopolla   
  The Great Mosque of Lopolla is a large, square structure 
  in the center of the city, built to replace an existing 
  Temple by the first Beygraf of Ket (Arpad).  It was badly 
  damaged during the first part of CY594 when Archons 
  under the influence of dedicari-dust, a poisonous and 
  highly dangerous hallucinogenic, attacked both it and all 
  neighboring buildings and structures.  The Hall of Jurats 
  was rebuilt faster, as it was more heavily damaged and 
  could not simply get by with some quick fixes, as was the 
  case with the Great Mosque.  Full repairs and 
  refurbishment have taken some time but are now 
  complete. 
  Animals, Animal Companions and Familiars in 
  the Great Mosque of Lopolla 
  Horses hold a revered spot in the hearts and minds of the 
  people of Ket.  The Great Mosque of Lopolla was built 
  with this concept in mind and they are allowed to enter 
  the premises freely – there are likewise no stairs or 
  elevated areas (beyond the catwalk) to impede their 
  movement.  All other animals are forbidden onto the 
  grounds, although it has been successfully argued by the 
  Archons that familiars are not “animals”.  As a result, the 
  following restrictions apply: 
  1) Animals and animal companions, save horses, 
  may not cross into any area of the Great Mosque 
  of Lopolla.  For the purposes of this adventure, it 
  would result in an automatic defeat in the 
  engagement. 
  2) Horses of any type are specifically allowed entry 
  to the Great Mosque of Lopolla; 
  3) Familiars are specifically allowed entry to the 
  Great Mosque of Lopolla; 
  4) Riding dogs for Halflings are a specific 
  exception and are considered “horses” given the 
  historical examples of citizenship for Halflings 
  in general; 
  
  Ket6-02 Rules of Engagement 
   
  Page 4 
  Ket Metaorgs 
  The representatives of all metaorgs are present in the 
  meeting outside the Great Mosque in Encounter Two. 
  All members of metaorgs in the adventure need to 
  determine if they are being open with their membership 
  or not – those who are secretive or do not reveal a 
  membership cannot benefit from the AR Awards for 
  Metaorgs at the end. 
  For the purposes of Metaorg Divisions, use the following 
  designations: 
  Military Metaorgs:   
  Beygraf’s Pride 
  Kishta 
  Paighan 
  Re’Lahd I’Shad 
  Stouthearts 
  Veterans 
  Divine Metaorgs: 
  Hero of Azor’Alq 
  Warder of Geshtai 
  Guardian of Eternal Slumber 
  Clergy of Istus 
  Clergy of Mouqol 
  Razor’s Edge 
  Seeker of the Perfect Forms 
  The True Faith 
  Shadow of Xan Yae 
  Social Metaorgs: 
  All Ket Metaorgs not listed above. 
  NPC Opponents in the Engagements 
  The opponents are divided into Offence/Infiltrators 
  (Fervent Faction) and Defenders (Balance Trust), as the 
  Encounters themselves detail.  In actual fact, in a 
  subsequent Encounter these roles are to be reversed, but 
  this designation is used throughout for each team to keep 
  things straight. 
  These NPC’s are drawn from neutral or semi-neutral 
  organizations in Ket and do not actually represent the 
  factions from a role-playing or political perspective.  They 
  are, effectively, mercenaries or disinterested parties 
  designated to fulfill similar roles as the PC’s in this 
  adventure. 
  Player vs. Player Interaction and Player vs. NPC 
  It is quite possible that player vs. player interaction may 
  transpire in this adventure.  There is to be absolutely no 
  lethal damage attempted, even inadvertently, in this type 
  of situation – permission is granted for the player’s to 
  oppose one another but it is strictly the responsibility of 
  the DM to ensure that this conforms to the spirit of the 
  RPGA and Living Greyhawk guidelines governing such 
  interaction.  If there is any doubt, err on the side of 
  caution and disallow actions or activities. 
  For all NPC interactions, they sometimes have spells or 
  abilities that could cause damage that is not recognized as 
  such – for instance, the baleful polymorph spell.  In such 
  cases, they may cast it but are deemed responsible for 
  then ensuring the PC comes to no harm and is returned 
  to normal afterward (which is automatically the case with 
  spells they cast, as they can generally automatically dispel 
  them).  Again, in the event of a spell or ability that might 
  be difficult to remove or logically impossible, err on the 
  side of caution and do not employ it. 
  Punishment During the Adventure 
  In general, punishment in Ket is imposed immediately 
  once the particular crime is known and the Jurat or 
  Thresher involved has made a decision.  In this particular 
  case, with the oversight and approval of the High Jurats 
  themselves, the PCs are allowed to finish all aspects of 
  the adventure before any TU expenditure is assessed for 
  crimes.  This allows PCs to complete the adventure. 
   
  Adventure Summary  
   
  Introduction: The PCs are in Lopolla and subjected to a 
  pick-pocket incident.  They may react or just summon 
  the Threshers. 
  Encounter One:  The Threshers take all people back for 
  questioning and Jurats attend.  The information from the 
  thief may be obtained or they may ignore him. 
  Encounter Two:  The PCs are taken to the Great Mosque 
  of Lopolla at the request of the High Jurat where they are 
  presented with the differing viewpoints of the two 
  factions. 
  Encounter Three:  The PCs are briefed on the rules of 
  engagement in their task, which is to either reach the 
  
  Ket6-02 Rules of Engagement 
   
  Page 5 
  capstone in the middle of the temple successfully, or 
  prevent others from doing so (an offensive or defensive 
  mission).  It is possible although not encouraged that the 
  party can split and do both sides. 
  Encounter Four:  The description of the Great Mosque 
  of Lopolla and the time provided to the PCs to do their 
  preliminary investigation/reconnoiter. 
  Encounter Five: The engagement begins for both 
  offensive and defensive missions.  The first defenders or 
  infiltrators can be encountered in this section. 
  Engagement Six: No matter the choice in Encounter 
  Five, the alternative time is now proposed as a second 
  Engagement (be it night or day). 
  Conclusion: The success or failure of the PCs determines 
  how the Capstone is placed on the Great Mosque of 
  Lopolla and also gives political prominence to one faction 
  or another. 
   
  Introduction – A Thief 
  Amongst Us 
   
  It is with a degree of surprise that you find yourself 
  strolling through Lopolla in the middle of the day, 
  with the heat of the sun at the height of summer 
  beating down on you.  Normally, shade and rest 
  would be the order of the day right now but an urgent 
  summons to the Hall of Jurats seems a bit more 
  important right now.  
  Place the PCs on a street that is 20 feet wide, flanked on 
  either side by shops (they are traveling down Tusman 
  Street, with weapon and armor smiths on all sides).  
  Every 80 feet is an alleyway that is 10 feet wide (large 
  enough to fit a cart).  The PCs should be in the middle, 
  walking in a formation typical to them.  If the PCs have 
  not arrived as a group to the adventure (in other words, if 
  they are from differing backgrounds and such and do not 
  know one another), they all happen to be in the area 
  when this event occurs. They can make introductions 
  after this Encounter is concluded. 
  Note that the laws of Lopolla hold here – as indicated in 
  the Appendix Four - and no weapons or armor are 
  allowed unless they have matched the specifications for 
  exceptions as noted. It is to be noted to all PCs that these 
  laws have now been extended by order of the Beygraf to 
  include all walled towns and cities of Ket (if asked or the 
  PCs make a Knowledge (local – vtf) or Profession 
  (lawyer) check [DC 10] it can be noted that this was 
  always the intent of the law but it was only ever enacted 
  in Lopolla). It should be likewise noted that Elves native 
  to Ket are now provisionally to be treated with the same 
  rights and respect as foreigners, although that is subject 
  to repeal by individual Jurats on a case-by-case basis. By 
  provisionally, it is specifically noted that the Beygraf does 
  not have the power to enact such a change without the 
  agreement of the various Grafs, unless he wants to risk a 
  political backlash.  Thus far, the Grafs of Molvar and 
  Lopolla provinces support the new law and all others 
  have been silent on the topic – it is therefore far from a 
  certainty that it will become a permanent part of the law. 
  A daring (and reckless) thief named Antoine (freelancer 
  from Bissel) is going through this street and chooses the 
  party (or the PCs as a whole, if they are not together yet) 
  as a target.  Until he is spotted, there is no particular 
  reason to suspect anything and care should be taken not 
  to allow the PCs to suddenly cast spells simply as a matter 
  of course.  Any hour long spells or longer may already be 
  cast prior to this Introduction, as long as they are 
  something that would be normal to the character and 
  their interaction within the city walls of Lopolla. 
  The Spot check to notice Antoine is [DC = APL+17 – yes, 
  he does actually get better with higher APL!].  Until 
  noticed, this worshiper of Oldimarra likes to play the 
  risky game and attempts to steal from every single PC.  
  This is done once per round and the character targeted 
  that round also gets an additional reactive Spot at the 
  same DC. 
  If Antoine is spotted (as is almost assured to be the case 
  with so many attempts), he makes an effort to fight back, 
  running only when he sees things not going his way.   
  Antoine’s Motivations   
  Antoine is massively down on his luck. The only real 
  friend he has in this world, a young woman by the name 
  of Magya, was put in the Stocks for causing lethal damage 
  to an assailant but two weeks ago. Her motivation was 
  purely self-defense but the shy young woman was unable 
  to utter a single word at her trial (she was mortified at 
  being before so many people in the court) – as a result, 
  the Jurat sentenced her to the maximum time. Antoine 
  has spent all his available coin keeping her fed and well-
  kept while in the stocks but is running low on money, 
  yet cannot bear to be parted from her. 
  He gladly imparts this all to the PCs if asked.  At this 
  point, the PCs should be advised of all the current laws as 
  listed in Appendix Four, to bring them into the current 
  standard (if they are not aware of them). 
  
  Ket6-02 Rules of Engagement 
   
  Page 6 
  Antoine is a sympathetic personage and should be 
  portrayed as a foreigner down on his luck in a massive 
  sense, with no idea of how to help his best friend.  He 
  means no harm to the party, simply seeing them as those 
  who can afford some coin for a good cause. If asked, he 
  did not intend to return the money but he certainly had 
  no nefarious plans for it. The concept of begging or 
  asking for help did not appeal to him, with the harshness 
  and coldness of the laws of Ket he has recently witnessed. 
  At no point is he antagonistic, sarcastic or anything that 
  might offend the party – he and his story are intended to 
  be sympathetic. 
  Crowd 
  During the course of any actions with Antoine, a crowd 
  forms to see the situation.  In the crowd is an aide to 
  High Jurat Eshear ibn’Qadi: (see Encounter Two for 
  relevance).  This aide does not stand out in any way and 
  simply acts to witness the events.  In actual fact, he 
  conveys these details to the High Jurat and this serves to 
  assist in the summons of the PCs at a later time.  
  Thresher Reporting  
  It is quite possible that a party may simply choose to 
  report Antoine and his actions to the Threshers and do 
  nothing to apprehend him.  In such a case, they are 
  deemed to have defeated him as the Threshers rapidly 
  capture him and are provided full xp for this Encounter. 
  APL 2 (EL 2) 
  �Antoine The Black Cat: male human (Oeridian); 
  Rog3/War1; hp 27; see Appendix One. 
  APL 4 (EL 4) 
  �Antoine The Black Cat: male human (Oeridian); 
  Rog5/War1; hp 39; see Appendix One. 
  APL 6 (EL 6) 
  �Antoine The Black Cat: male human (Oeridian); 
  Rog7/War1; hp 51; see Appendix One. 
  APL 8 (EL 8) 
  �Antoine The Black Cat: male human (Oeridian); 
  Rog9/War1; hp 73; see Appendix One. 
  APL 10 (EL 10) 
  �Antoine The Black Cat: male human (Oeridian); 
  Rog11/War1; hp 87; see Appendix One. 
  APL 12 (EL 12) 
  �Antoine The Black Cat: male human (Oeridian); 
  Rog11/War1/Ftr2; hp 105; see Appendix One. 
  Tactics 
  Under no circumstances does Antoine use lethal combat 
  in this encounter – he has no desires to be sent to the 
  Mines! The EL of the combat is reduced by one for the 
  non-lethal aspect and the fact that there is only one 
  opponent (who relies on sneak attack…).  He attacks to 
  wound his opponents with non-lethal force and leaves 
  them alone if they fall unconscious. As he is very 
  desperate, he fights to the bitter end (making the likely 
  unwarranted presumption he can get lucky and survive 
  without withdrawing or surrendering). 
  Treasure:  
  All APL:  None, confiscated by the authorities of Ket.  If 
  Antoine is removed before they arrive or are informed, it 
  totals 35 gp per character. 
  Development 
  It is presumed that any thief in Ket is turned over to the 
  authorities, which would be the Threshers here.  If this is 
  the case, move to Encounter One – Ethos and the Law. 
   Should it not be the case, the DM may have to improvise 
  somewhat, using the directives and information in 
  Encounter One as a basis. The general concept is that 
  somehow the PCs must be drawn into the adventure.  If 
  Antoine is hurt in any fashion beyond non-lethal damage, 
  he does press charges and there are sufficient witnesses 
  in the street to make this a viable course of action.  Such 
  PCs should be noted for the eventual punishment they 
  receive and the impact it may have on their rewards. 
   
  Encounter One – Ethos and the 
  Law 
   
  Calling for the Threshers, you note that a patrol is 
  slowly making its way down the street.  They note 
  your situation and approach.  With grave concern on 
  their faces, they take down your stories and eye you 
  suspiciously, as is the wont with these keepers of the 
  peace.  [note that any PCs who have committed obvious 
  crimes are now identified – this includes lethal damage 
  to Antoine and any other possibilities].  They escort you 
  to the closest Thresher Outpost, where you are 
  questioned at some length.  
  The PCs are really just cooling their heels for a period of 
  2 hours.  Refreshments are offered to anyone but they are 
  not free to leave.  Should they choose to do so, they are 
  forcibly returned by the Threshers.  Note that the 
  
  Ket6-02 Rules of Engagement 
   
  Page 7 
  standard Thresher patrol can deal with PCs up to about 
  APL 6.  After that point, any determined party can most 
  likely make their escape.  On top of all of this, anyone 
  with instant transport magic or good hiding skills can 
  easily depart.  While easy to do, this effectively ends the 
  adventure for such PCs and they should really be 
  encouraged not to do so – although there is nothing to 
  stop them. 
  During the two hour “holding” time, the PCs are free to 
  wander the Thresher Outpost and cast spells and the like. 
   The threshers do not have any information for them and, 
  if asked, simply indicate that they are awaiting 
  instructions from the local Jurat before proceeding.  
  Anyone charged with a crime is confined to a cell, has 
  their weapons and armor and any magical items removed, 
  including spells components. 
  Should anybody wish to spend Influence to be released, 
  they should be assured that they are not being treated 
  poorly and can remain without such an important 
  expenditure of resources. If they insist, the Influence 
  point can be spent and they are released although they 
  are invited to stay. 
  If they have not already questioned or talked to Antoine 
  (from the previous Encounter) the adventurers may do so 
  now if they desire. 
  After your two hour wait, the sudden arrival of a pair 
  of men in white robes is almost a relief as it serves to 
  break up the monotony. 
  “Greetings,” 
  one 
  begins 
  immediately, 
  almost 
  impatiently. “My name is Araf and this is Jitaq.  We 
  have been sent to look into your situation.  Would 
  you please join us for a brief moment?” 
  The two who have entered are junior level Jurats, sent out 
  to do a circuit of the Thesher posts today when they 
  received news of this disturbance.  Only junior level 
  Jurats are on duty today, given the ceremony that is about 
  to take place (see Adventure Background- the Great 
  Mosque).   
  “We hurried here when we heard of the situation but 
  you must understand that the situation in Lopolla is 
  hectic today.  The Great Mosque is being dedicated 
  and our superiors are all taking part.” 
  This is an appropriate time to have the PCs make 
  Knowledge (local – vtf) or Bardic Lore checks [DC 12] to 
  determine if they know of the dedication or not.  If they 
  do, provide all details to them immediately from the 
  Adventure Background.  If not, indicate only that the 
  Great Mosque is being dedicated for some reason.  Any 
  member of a metaorganization of Ket automatically 
  knows the Adventure Background details even if they 
  fail the check. 
  An informal discussion with the two Jurats can take place 
  at this time.  They are here to try and sentence (as 
  needed) those accused of crimes – which could include 
  the PCs. 
  The Trial(s) 
  The trial(s) that the Jurats convene is informal, inasmuch 
  as they do not make any effort to include more than the 
  bare number of participants, including the Jurats. 
  Antoine is represented by himself, unless a character 
  chooses to ask to represent him (he accepts unless they 
  obviously do not have his best interests at heart).  The 
  crimes of which is accused are theft and disturbing the 
  peace (he did resist arrest, whether from the PCs or the 
  Threshers).  He is guilty, but the extenuating 
  circumstances of his situation should allow for a 
  mitigating factor under the current legal system – if the 
  PCs make a good roleplaying effort, award up to a +6 
  circumstance bonus on the relevant Diplomacy check to 
  reduce the sentence. 
  A similar trial is convened for all others who have been 
  accused of crimes.  Sentencing is noted in Appendix 
  Four – Laws of Ket.  They may act as their own defense 
  council or have others do so – once more, take into 
  account good arguments and provide up to a +6 
  circumstance bonus for excellent presentations. 
  Zone of Truth 
  Typically, a triple zone of truth is applied by Jurats in Ket 
  when questioning an accused.  In this case, the lack of 
  capable Jurats (those who can cast the spell) makes this 
  impossible.  Any PCs offering to cast the spell, however, 
  are treated with great honor and the spell-casting is 
  accepted – such PCs are automatically sentenced to the 
  minimum time (if they are charged) and may 
  automatically argue for minimum sentence for any 
  accused (if they do the presentation themselves) as a 
  reflection of their Honor in keeping with the Four Feet 
  of the Dragon. 
  Conclusion of the Trials 
  When the Trials are concluded, the Jurats use wands of 
  sending to report the results to the Hall of Jurats.  They 
  are using codified phrases, designed to impart 
  information in single words that denote entire legal 
  principles – it is a Decipher Script check [DC 25] to 
  understand and comprehend the conversation.  If this is 
  done, it is a simple report on the extent and sentences 
  
  Ket6-02 Rules of Engagement 
   
  Page 8 
  that were imposed, with a special note that the PCs are 
  present. 
  Three minutes after the sending report is submitted, Araf 
  receives a sending himself, directly from the Hall of 
  Jurats itself.  It is a Spot check [DC 20] to note that he is 
  momentarily distracted while listening to the sending 
  (for a period of about 8 seconds).  The sending itself is as 
  follows: 
  “Araf, this is High Jurat Eshear ibn’Qadi.  Bring all 
  accused and witnesses before us immediately at the 
  Great Mosque. The sentences are confirmed. Al’Akbar 
  be praised.” 
  Neither Araf nor Jitaq have any knowledge of why this 
  request is being put forward.  They order the PCs to 
  attend in no uncertain terms, although they are 
  diplomatic and polite to any declared members of a Ket 
  metaorganization or anyone with Rich or greater 
  lifestyle. 
  �Araf and Jitaq: male {baklunish); Clr2 (True Faith); See 
  Appendix One. 
  Development 
  Unless the PCs have chosen to leave the adventure by 
  rapid transit means or otherwise, they are advised by Araf 
  that their presence is required at the Great Mosque.  If 
  asked, he can also confirm that Antoine is to be escorted 
  there as well.  Proceed to Encounter Two - Challenges.  
  If, for some reason, the PCs do not wish to proceed, move 
  to Conclusion. 
   
  Encounter Two – Challenges 
   
  It is anticipated that the party already knows of the 
  dedication of the Great Mosque after the damages 
  sustained in VTF4-01 Flicker, when Archons under the 
  influence of Dedicari Dust, a hallucinogenic drug/toxin 
  damaged it badly.  If they have not garnered this 
  information, Araf makes a point of informing them 
  before the box text is provided. 
  Declared members of Ket Metaorgs 
  Declared members of Ket metaorgs should be treated 
  with an extra amount of honor and given more 
  prominent standing, as it is assumed they have a more 
  definitive and greater appreciation of the country and 
  devotion to its causes.   
  The Great Mosque rises up in the middle of Lopolla,  
  the newly-finished roof of copper glistening in the 
  sun.  Evidence of the recent scaffolding is almost 
  gone, save for a pile of wooden beams and connecting 
  braces in one corner of the open square in front of the 
  temple. Workmen continue to diligently cart these 
  and other construction tools from the area, clear 
  evidence that the last of the work on this building has 
  either been completed or is almost done. 
  A group of men stand beneath a formal awning on the 
  opposite side of the great square and beckon you 
  forward. 
  The group of men comprises a number of High Jurats, 
  bureaucrats from the government (aside from High 
  Jurats), mullahs (priests of Al’Akbar) from the Temple 
  itself and a pair of Archons (the organized wizards of 
  Ket). Guards stand alert at all four corners of the awning. 
  Araf and Jitaq patiently await a further invitation from 
  outside the awning and urge PCs to do the same. If PCs 
  attempt to enter the awning without a further invitation, 
  the guards step forward to block the path. 
  Amidst the crowd seen by the PCs is one that might be 
  recalled from earlier in this adventure.  He is Islai and it 
  is a Spot check or Int check [DC 10] when the party sees 
  the entire gathering again to recognize him from one of 
  the onlookers in the street (Introduction). He informed 
  the High Jurat of the presence of the PCs in the city.  He 
  is a baklunish man from a village north of Molvar, 
  dressed in formal robes in the color of the Cup and 
  Talisman (black and red). A Sense Motive check [DC 15] 
  can determine that he is ill at ease in the company here 
  today and a further Sense Motive check [DC 25] that he 
  does not like the Fervent Faction commentary. 
  As they stand here, the PCs can make Listen (to hear) and 
  Spot (to lip-read) checks [DC 10] to make out individual 
  conversations within the awning.   Success indicates the 
  following is being discussed: 
  - 
  The Great Mosque needs a final capstone 
  ornament placed on the ceiling in the center of 
  the Mosque, a black and red Cup and Talisman 
  with inset rubies and black onyx decorations. 
  This positioning is a matter of great honor and 
  obvious piety and the mullahs are demanding 
  the right to undertake this task (as has 
  historically been the case); 
  - 
  The Archons are concerned about security, 
  noting that the previous defences of the Great 
  Mosque were easily bypassed during the 
  dedicari dust-inspired attack; 
  
  Ket6-02 Rules of Engagement 
   
  Page 9 
  - 
  The bureaucrats and mullahs are having a sharp 
  and serious conversation at the same time about 
  the effect of civilian defences and the 
  implications of having further divine spells cast 
  to protection the Mosque. 
  - 
  The words “Fervent Faction” are being bandied 
  about by the Mullahs as some sort of 
  organization designed to safeguard the past, or 
  perhaps safeguard the ideals of the True Faith as 
  it has been imposed prior to the last few years. 
  It is very clear to everyone that there are two distinct 
  groups arguing and talking to one another – this much is 
  conveyed without any necessary skill check. One group 
  is comprised of hard-line mullahs and similar-minded 
  bureaucrats and anyone listening can easily understand 
  that these people are far more concerned about rigidly 
  enforcing the law and enacting a defence than they are in 
  any societal niceties or other negative impacts this would 
  have.  This is the group associated with the “Fervent 
  Faction” noted above. 
  The second group is comprised of more liberal 
  bureaucrats and the archons. They argue that the 
  defences in place are already quite sufficient and act to 
  provide security without compromising the enjoyment 
  of those who attend the Mosque.  This group either does 
  not have or does not employ a name such as the “Fervent 
  Faction”. 
  Hostile Actions 
  Make it very clear that significant security personnel are 
  present in and around the awning (and all around the 
  various rooftops and the like).  If any character attempts 
  an action that could be deemed hostile, they are 
  immediately neutralized – there is no playing this out but 
  rather they are simply removed from the adventure.  At 
  the discretion of the DM they can be returned to the 
  adventure during the next encounter if they feel the 
  action was unintentional in nature. 
  Proceeding 
  When the PCs have had the time to take in the scene, 
  they are invited under the awning itself (it is not 
  intended to be a long wait).  The crowd forms a 
  semicircle to face them and is very expectant. 
  “Hello,” intones a man in the garb of a High Jurat of 
  Ket. “Step forward and introduce yourselves to us.” 
  This is High Jurat Eshear ibn’Qadi, he who sent the 
  message.  It is possible that PCs have met him in 
  extended play option of Ket5-01 Choices of the Dragon 
  and he remembers them well if that is the case.  Once 
  introductions are complete, he speaks again. 
  “Welcome to the Great Mosque of Lopolla,” he says.  
  “I am High Jurat Eshear ibn’Qadi. It is a great day, to 
  realize that this holy site is be dedicated tonight as 
  once more fit for the worship of the Restorer of 
  Righteousness. One thing troubles us, however, and 
  that is the security of this site.  Differences of opinion 
  exist as to the degree to which we have been effective 
  in making the Mosque secure in future. Your 
  presence in the city today is fortuitous and might 
  provide the focus needed to resolve this dispute.” 
  The High Jurat then lists off the attending personages 
  (numerous and no names are provided because they are 
  not part of the flow), specifically noting Mullah Yiraf and 
  Black Scorpion Jallaq.  These two are encouraged to come 
  forward and talk to the PCs directly after introductions.  
  The adventurers may choose to talk to either or both, 
  individually or at the same time.  They are listed after the 
  following section on information gathering. 
  Others in the audience may be questioned but form the 
  basis for the following checks: 
  Sense Motive Checks  
  The following are skill checks that can be accomplished 
  during the course of the discussions.  Unless spells cast 
  are entirely without evidence (being Stilled, Silent or 
  without materials), note that there are more than 
  sufficient spellcasters in attendance to bring such actions 
  into question.  In many respects, the assembled persons 
  here would view that as assault (see the Laws section of 
  the adventure under Appendix Four).  The first offense 
  is not punished – despite the clear feelings of the Fervent 
  Faction who want to see the law applied immediately – 
  and only a warning given.  After this, the relevant 
  criminal charges are applied. 
  Fervent Faction Supporters 
  [DC 15] – Fervent Faction are confident of their position 
  (remarkably so) 
  [DC 25] – Fervent Faction question only the historical 
  accuracy of the Balance Trust claims.  They are sure the 
  people making the claims are wrong but are not so sure 
  about the actual claims themselves. 
  [DC 35]  The use of adventurers is clearly not acceptable 
  but the non-supportive nature of the High Jurat cannot 
  be avoided.  Clearly, they expected him to come out in 
  their favor and their confidence is somewhat lessened 
  (though not measurably) by this failure. 
  
  Ket6-02 Rules of Engagement 
   
  Page 10 
  Balance Trust Supporters 
  [DC 15] The Balance Trust is somewhat intimidated by 
  the number of supporters who have come out in favor of 
  the Fervent Faction. 
  [DC 25] The intimidation is offset by the fact that the 
  High Jurats are apparently making a distinct effort to 
  remain neutral, which is a pleasant surprise. 
  [DC 35] The use of the adventurers is not their first 
  choice but they find it far more acceptable than 
  continuing to argue with the Fervent Faction. 
  High Jurat  
  [DC 15] This squabbling about the placement of the 
  capstone is irrelevant.  It is obviously exasperating the 
  High Jurat that he has to waste his time with such 
  complaints. 
  [DC 25] The High Jurat is guarding his words very 
  carefully and clearly attempting to balance his actions for 
  both sides.  He is very much attempting to avoid a 
  confrontation with either side but more out of a desire to 
  not get into an argument rather than fearing either side. 
  [DC 35]  The High Jurat is not acting alone.  He feels 
  confident his fellow High Jurats will back him, or 
  another organization that remains unnamed.  His aura of 
  control in this matter is fully justified by his beliefs. 
  Gather Information 
  A single Gather Information check is possible in the 
  crowd.  The PCs can also substitute Diplomacy, Bluff or 
  Knowledge (local – vtf) for this check, but they have to 
  make the suggestion themselves (it is a role-playing 
  choice and they do not get to know of the option until 
  they try to engage in this manner).  The time to gain 
  these details is compressed by the close proximity of the 
  individuals and their relatively extensive knowledge – 
  only 15 minutes is needed. 
  [DC 5] The new High Priest of Hextor is to be in 
  attendance himself at the ceremony and is to make a 
  public declaration of the support of the religion for the 
  Beygraf.  At the same time, it is said that the High Jurats 
  will read a pronouncement from the Beygraf that all 
  previous sanctions against the Church of Hextor are 
  lifted and that it is once more both an approved State 
  religion and may re-occupy all property that it once 
  owned in the country of Ket. 
  [DC 7] It is suspected by most here that the return to 
  official status of the Church of Hextor has more to do 
  with some sort of political struggle between the Mullahs 
  of the True Faith and the Beygraf, than any real desire for 
  rapprochement with the priests of the Scourge of Battle. 
  [DC 10] Unlike the Hall of Jurats, the entire 
  refurbishment of the Great Mosque of Lopolla was 
  funded entirely by the Church of Al’Akbar.  Only a 
  mandated review of security procedures by the Beygraf 
  meant any outside involvement at all. 
  [DC 15] Private funds for the refurbishment came only 
  from Lopolla province.  Few Beys made a direct 
  contribution but many sent in funds via middle men. 
  [DC 20] The High Jurats ordered all workers and 
  architects assisting them with the repairs to the Hall of 
  Jurats to continue work here at the Great Mosque.  If the 
  Church of Al’Akbar protested, it was not generally 
  known.  The workers were all being paid a premium 
  amount for dedication and speed and this has not gone 
  unnoticed or unappreciated amongst the general 
  population. 
  [DC 25] The recent imposition of armor and weapons 
  laws throughout the land in all walled towns and cities 
  has made members of the Fervent Faction more vocal 
  and visible.  They have taken the opportunity to make 
  more suggestions about new laws or the applications of 
  old ones.   At least three mullahs who were not 
  comfortable with these pronouncements have been 
  reassigned to missionary work by the Church while the 
  ruling mullah of Molvar province has forbidden all 
  discussion of the laws by mullahs in the course of their 
  duties, increasing tension within the Church itself. 
  Mullah Yiraf 
  Mullah Yiraf is a middle-aged baklunish man of middling 
  height and a shock of black hair tied in a pony-tail.  He 
  has a hard expression and it seems unlikely that he 
  softens it very often (at least, as far as the PCs can tell).  
  His information to impart is as follows: 
  1) The Archons have given us their word that 
  defences are in place around the Mosque to 
  limit the impact of magical damage to the 
  buildings.  What about anyone who just wants 
  to enter and do such damage physically? 
  2) Anyone can just waltz into the main gates of the 
  Mosque without sufficient oversight.  A more 
  restrictive entrance is a great concept that 
  enables all of the protective measures the clerics 
  of the temple would like to see enacted; 
  3) Why has protection of the Mosque not been 
  given entirely over to the Mullahs?  It is obvious 
  from previous events that the True Faith is the 
  
  Ket6-02 Rules of Engagement 
   
  Page 11 
  only one immune to corruption and this is 
  especially true with such visible monuments as 
  the Great Mosque of Lopolla; 
  4) The Fervent Faction, whom he represents and 
  calls by that name, wishes to impose greater 
  fines and stock time for infractions in and 
  around the Great Mosque of Lopolla to make 
  this area even more secure.  Somehow, they 
  need to make their case for that… 
  Black Scorpion Jallaq 
  The Black Scorpion is a younger man, in his early 20’s, 
  some 5 ½ feet tall with brown hair who is obviously quite 
  at ease amidst the company he is keeping.  He is the son 
  of a Bey from a region near Polvar and takes his duties 
  very seriously.  Although not vocal about it, he is part of a 
  new organization calling themselves the Balance Trust, 
  designed to maintain the current liberalization of the 
  laws and attitudes in Ket with an eye toward more power 
  devolving from the judiciary (and by extension the clergy 
  of the True Faith) to the Beys, Grafs and Beygraf. 
  1) The Black Scorpions, the elite Investigative 
  branch of the Threshers, designed and 
  implemented all the new security changes.  It is 
  particularly disconcerting that the guard units 
  are mixed, being both Scorpions and Faithful, as 
  this impedes reactions and does not unify any 
  one approach; 
  2) The Mullahs are overly concerned with the 
  implementation of new laws and should be 
  concerned with simply ensuring the new 
  Mosque itself is ready for the populace.  Despite 
  their fanaticism, they must realize that the 
  Mosque is to be used by all and simply fixating 
  on one element such as security is unlikely to be 
  a good long-term plan; 
  3) The security of the complex is quite adequate 
  already.  If there is anything further to be done, 
  it is to run tests to ensure that there are no flaws. 
  The essential gist of the two conversations is to highlight 
  that there are differences between two very significant 
  factions in the city about the security and overall status of 
  the Great Mosque of Lopolla.  If the two individuals are 
  allowed to talk beside or near one another, they get into 
  arguments.  Mullah Yiraf is at once more belligerent but 
  also quite devoted and forceful about his cause.  Black 
  Scorpion Jallaq is more deferential (diplomatic would be 
  the correct word) but just as devoted.  If this does not 
  come out in the course of the conversations, ensure the 
  PCs know these two facets (which also serve to mirror 
  the organizations themselves). 
  The Capstone and Direction 
  After allowing time to talk to the two representatives of 
  the conflicting factions, High Jurat Eshear ibn’Qadi takes 
  the PCs aside to explain the significance of the capstone 
  placement.  He notes that the typical placement of the 
  capstone points towards the North, to signify the power 
  and importance of the Yatil Mountains and the time 
  when Ket retreated to those same places to defend 
  against the Keoish occupation.  This was the time that the 
  True Faith came to power in Ket, or rather ascended over 
  a period of years through struggle and sacrifice.  It is a 
  very important symbol to most conservative members of 
  the clergy and the faithful and quite sacred. 
  The Balance Trust, however, has researched an older 
  version of the capstone placement, where it points 
  toward Tovag Baragu (essentially South-West) as the 
  place where Al’Akbar was granted the Cup and Talisman 
  (according to some tales) and began the evacuation of the 
  Baklunish Empire to what would eventually become Ket 
  (likewise a presumed starting spot).  This predates the 
  Exalted Faith capstone placement, when it became 
  customary to place it facing Ekbir City (the site of the 
  Caliph) and it is difficult for the Fervent Faction to 
  therefore simply point to the variant religion and 
  denounce this option. 
  To end this, the High Jurat (who belongs to neither 
  faction) is seeking an end to the impasse.  He cannot 
  bridge the gap, as the positions are essentially based on a 
  lack of compromise.  Instead, he proposes to have the 
  PCs act as an arbitration of sorts – they must penetrate 
  the defences of the church (if they want to represent the 
  Fervent Faction) or protect it from a breach (if they want 
  to represent the Balance Trust).  Should they succeed, the 
  faction they represent wins and may place the capstone 
  according to their belief – and also win a very important 
  political struggle.  If the PCs fail, the opposing faction 
  may do likewise. 
  Importantly – if there is no clear resolution provided by 
  the actions of one side or the other, the placement of the 
  capstone reverts to the traditional direction (being 
  toward the Yatils). 
  The High Jurat would like the cooperation of the PCs.  
  He is willing to commute any sentences they may have 
  received earlier as part of this offer – essentially, they can 
  be assured of the minimum time as punishment. 
  
  Ket6-02 Rules of Engagement 
   
  Page 12 
  Likewise, he points out that those from Ket can expect to 
  receive thanks and the favor of one of the factions at least, 
  whether they represent them or not. 
  Finally, he also wants to offer coin, so as to ensure that 
  those who are acting with the best interests of Ket do a 
  good job as well – although that comes with a strict 
  contract that all laws are followed as per the debriefing 
  the PCs are about to receive.  The offer of payment, 
  unlike many commercial transactions in Ket, cannot be 
  bartered or altered – it is the maximum they can expect 
  to receive. 
  Development 
  The PCs may choose to do either mission.  It is 
  technically possible that they choose to split and do both 
  missions.  While not advisable from a time perspective, 
  this is a possibility and should not be discounted if 
  sufficient time is available (run both sides with help from 
  the PCs). Otherwise, indicate to the players that the 
  adventure does not continue if a single choice is not 
  made.  Once a decision has been made, proceed to 
  Encounter Three – Briefing.  If the PCs cannot make a 
  choice or do not wish to proceed, go to Conclusion. 
  All APLs 
  �Mullah Yiraf; Male Human (baklunish) Clr9/War1; 
  hp 73; see Appendix One. 
  �Black Scorpion Jillaq: Male Human (baklunish) 
  Rgr2/Rog3/Ftr4/War1; hp 83; see Appendix One. 
  �High 
  Jurat 
  Eshear 
  ibn’Qadi: 
  Male 
  Human 
  (baklunish) Exp10; hp 52; see Appendix One. 
   
  Encounter Three – Briefing 
   
  The PCs are taken to a small warehouse near the Mosque 
  that serves to supply the temples with candles, oil, and 
  other small sundries to keep them lit and clean.  Here, 
  the Black Scorpions have set up a command post outside 
  the Great Mosque so as to not further exacerbate tensions 
  with the Mullahs.  Present at the debriefing is a 
  representative from the Great Mosque of Lopolla and a 
  Thresher. 
  The PCs may ask questions during this debriefing at any 
  time and interrupt as they see fit.: 
  Offensive (Fervent Faction) 
  The rules of engagement in this matter are simple.  
  You are provided your regular gear once you reach 
  the block approaching the square itself and may equip 
  yourselves in one of the starting points.  Your 
  opponents may not leave the square nor may they use 
  magic to project their abilities or knowledge beyond 
  that point.  Once you have reached the square, you 
  may scout the area to your satisfaction, with a one 
  hour time limit.  After scouting is complete, you must 
  enter the mosque, bypass or defeat all defences, and 
  reach the center capstone area in the Mosque, which 
  is located at the center point of the ceiling. You must 
  affix this symbol of the Cup and Talisman upon the 
  capstone – it will take a full six seconds of positioning 
  to get in place properly and takes all your attention at 
  that time [game mechanics – it is a one round action 
  (similar to casting a summons spell) that provokes attacks 
  of opportunity].  Only one symbol is provided, so be 
  careful who is carrying this item. 
  You are specifically permitted to engage the 
  defenders to reach your objective. All combat is non-
  lethal in nature. Any use of lethal combat in any 
  fashion is prohibited. Animal companions and similar 
  creatures are only permitted if it can be demonstrated 
  that they can restrict themselves to non-lethal 
  damage only or their owner vows for their actions.  
  Magic divinations are specifically permitted but may 
  not act beyond the square that surrounds the Great 
  Mosque of Lopolla.  Bypassing defenders is 
  considered the same as engaging a defender. 
  You are granted a special pass to both carry and use 
  your regular equipment, including spells, all only  
  while on this particular mission.  It is restricted to 
  tomorrow morning or this evening alone – you may 
  choose between those two options the time you wish 
  to engage. 
  Property damage is to be avoided at all costs.  Each 
  person is subject to a message spell beforehand and 
  can relay information via the Archons.  If a specific 
  entrance calls for property damage, call in the request 
  and the Archons shall arrange for a bypass so as to 
  prevent destruction of Temple property. 
  No details are provided about the layout and defences 
  of the Mosque but you will have a fifteen minute 
  walk-through allowed some one hour before the 
  actual challenge begins. 
  Be aware that instant transport and flying magic has 
  been anticipated in the defences. 
  
  Ket6-02 Rules of Engagement 
   
  Page 13 
  Members of the Threshers dressed in bright red shall 
  monitor the situation and report on your progress.  It 
  is strictly forbidden to simulate their appearance or 
  use them in any fashion to assist in your progress in 
  this test. 
  Defensive (Balance Trust) 
  The rules of engagement in this matter are simple.  
  You are provided your regular gear as soon as you 
  enter the Great Mosque of Lopolla.  You will have two 
  hours to review the complex area and put up defences 
  or establish defences as you see fit.  You may not exit 
  the square surrounding the Great Mosque or use 
  divination 
  magic 
  or 
  other 
  means 
  to 
  gather 
  information beyond that point.  After this initial 
  period is over, you must ensure that the attacking 
  forces do not reach the center capstone of the 
  Mosque. Once there, they must affix a symbol of the 
  Cup and Talisman upon the capstone – it will take 
  them a full six seconds of positioning to get in place 
  properly and during that time they are quite 
  distracted [game mechanics – it is a one round action 
  (similar to casting a summons spell) that provokes attacks 
  of opportunity.]  Only one symbol is provided, so be 
  careful who is carrying this item. 
  You are specifically permitted to engage the 
  infiltrators to safeguard your objective. All combat is 
  non-lethal in nature. Any use of lethal combat in any 
  fashion is prohibited. Animal companions and similar 
  creatures are only permitted if it can be demonstrated 
  that they can restrict themselves to non-lethal 
  damage only or their owner vows for their actions.  
  Magic divinations are specifically permitted but may 
  not act beyond the square that surrounds the Great 
  Mosque of Lopolla.   
  You are granted a special pass to both carry and use 
  your regular equipment, including spells, all only 
  while on this particular mission.  It is restricted to 
  tomorrow morning or this evening alone – you may 
  choose between those two options the time you wish 
  to act as the defenders. 
  Property damage is to be avoided at all costs.  Each 
  person is subject to a Message spell beforehand and 
  can relay information via the Archons.  If a specific 
  action calls for property damage, call in the request 
  and the Archons shall arrange for a bypass so as to 
  prevent destruction of Temple property. 
  You will be provided with full details on the defences 
  of the Mosque once you reach the area [the PCs do 
  indeed get all details, save the presence of the Black 
  Scorpion post at the center of the ceiling]. 
  Members of the Threshers dressed in bright red shall 
  monitor the situation and report on your progress.  It 
  is strictly forbidden to simulate their appearance or 
  use them in any fashion to assist in your defence in 
  this test. 
  The Symbol of the Cup and Talisman 
  The defenders should not know that there is only one 
  such symbol being carried by the offensive side.  The 
  symbol counts as property, if anyone asks about 
  damaging it, and this is not a permissible course of action 
  (actually targeting it). Anyone making a Knowledge 
  (religion), Knowledge (local – vtf) or bardic lore check 
  [DC 10] realizes that it is a very  poor idea to directly 
  attack the symbol of the Faith of Al’Akbar in a temple 
  dedicated to the True Faith.  Likewise, anyone asking the 
  Thresher contact over the message is advised of this. 
  �Symbol of Al’Akbar; hardness 10 (steel); hp 30; tiny 
  item (AC 13 if attacked). 
  Troubleshooting 
  In some cases, there may very well be both attackers and 
  defenders among the PC’s.  If that is the case, the choice 
  of timing is no longer at the discretion of both parties, 
  but rather up to the attackers. 
  It is specific to the adventure that the night time attack is 
  happening before the party can rest and recover spells or 
  change their spell load.  This is a balancing factor to offset 
  the better time of attack.  The morning attack, in broad 
  daylight, is riskier but has the advantage of allowing for 
  far more preparation. 
  If the party wishes to use Influence Points in Ket at this 
  point, they can and should be provided with more details. 
   In such cases, the DM should give a good chunk of 
  knowledge to them that they would otherwise not get 
  (such as the wands in the facility, or the presence of walls 
  of force in the walls of the temple).  If there is no such 
  knowledge available to be provided (they have it all) the 
  Influence is not considered expended. 
  Note that the PCs are assumed by the authorities to know 
  the restrictions on animals and animal companions at 
  this point (as listed in the Adventure Background).  It is 
  a Knowledge (local – vtf) check [DC 15] or automatic for 
  anyone from Ket to know this fact.  If  it appears the PCs 
  do not know the rules, explain it to them at this point. 
  Development 
  Once the party has made their decisions and had the 
  opportunity to decide on the timing (or had it decided), 
  proceed to Encounter Four – The Mosque at First 
  
  Ket6-02 Rules of Engagement 
   
  Page 14 
  Light or the Fall of Night… This encounter provides all 
  remaining details and should answer anything further.  If 
  the PCs wish to end the adventure now, proceed to 
  Conclusion.  The Encounters are now split up into 
  Offensive and Defensive sections, depending on the 
  mission type that was chosen and only those relevant 
  sections should be referenced. 
   
  Encounter Four − The Mosque 
  at First Light or the Fall of 
  Night… 
   
  The Great Mosque of Lopolla once more comes into 
  view.  It stands in the middle of the square of the 
  Restorer, resplendent in the light of the day.  The 
  contest is about to begin! 
  This encounter is included to allow the PCs the chance to 
  investigate and review the defenses, characteristics and 
  other facets of the Great Mosque of Lopolla. There is no 
  particular engagement presented here, just the facts of 
  the location. 
  It is important to note in this section for future reference 
  which faction is chosen to represent – as it is entirely 
  likely that the party will have to accomplish the alternate 
  mission in the next Engagement (but the faction they 
  represent remains the same). 
  Offensive (Infiltration) Mission / Fervent 
  Faction 
  The PCs have a total of fifteen minutes, from when they 
  enter the square around the Great Mosque, to when they 
  must pull back beyond the Square of the Restorer. 
  During that time they can do what investigation they 
  want without interference (this is to simulate scouting 
  from a previous time for them).  They cannot engage or 
  make determinations about the guards. If they attempt to 
  do anything that might otherwise trigger one of the 
  Mosque defences, they are considered to have completed 
  their scouting and their time is up – they are then 
  escorted out of the area to move on to the next section. 
  Defensive Mission / Balance Trust 
  Defenders are given all of the following details about the 
  Mosque, save anything relating to the final Black 
  Scorpion outpost in the center of the ceiling area.  They 
  may take up to one hour to also review any and all details 
  and do their own scouting.  
  Specifics of the Great Mosque of Lopolla 
  Refer to Appendix Three - Map 1 for more details.   The 
  Great Mosque of Lopolla measures 220 feet per side in a 
  square.  A single line of columns 20 feet wide in diameter 
  and with 40 feet between them are placed down the 
  center of the interior of the Mosque, rising up 60 feet 
  each (and decorated as if they were Cups, with symbols of 
  the Talisman upon them), dividing the mosque into two 
  parts effectively.  The wall thickness is 15 feet on all sides, 
  though it narrows to 10 feet in some cases (the guard 
  posts)  On the map the upper portion squares are 10 by 10 
  ft while the bottom portion is 10 ft wide by 20 ft. high 
  It is a single story structure however the ceiling/roof is at 
  the 75 feet mark.  Just beneath roof, on the edges near the 
  walls, is a five foot wide catwalk, with a further cross 
  formation 10 foot wide catwalk going out to the middle 
  of the ceiling (the cross is perfect, thereby placing it at 
  the 105 foot point from the corners).  The catwalk is 
  crafted to seem part of the ceiling and spotting it is a 
  specific Spot check [DC 22].  There is a dome on the 
  mosque and it rises up majestically from the walls.  The 
  dome itself is a pattern of mosaics showing the night sky 
  above Lopolla – it does not provide any real feeling of the 
  night but it is a truly impressive sight.  In the middle, 
  suspended on a huge candelabra of continual flame 
  torches (regular variety) is the capstone of the Temple – 
  this is not a regular capstone (which would be in the 
  Dome itself) but rather a very visible emblem such as one 
  might expect from a Temple.   
  The walls are thick granite, with main supporting pillars 
  on the four corners and very solid – there are no 
  windows in the building. The walls themselves have 
  wooden inserts not visible to cursory inspection, inserted 
  at random to prevent earth glide and the like.  A thin but 
  strong sheath of steel also lines all walls, preventing 
  burrowing and presenting a secondary wall in the case of 
  a disintegration effect.  Finally, there is a wall of force in 
  all walls (permanent), ceiling, floor and doors, preventing 
  entry from the ethereal. 
  The entirety of the Temple is hallowed ground and all 
  worshippers of Al’Akbar (True Faith) benefit from a 
  freedom of movement.  The Caster level is 20 (yes, this 
  was boosted from what is normally available – using 
  Divine Spellpower and another arcane means of boosting 
  the caster level). 
  Doors are solid granite with an overlay of tempered steel 
  on the outside (3 inches deep) showing a mural of the 
  battles of Al’Akbar.  They are ten feet wide and double 
  doors in front, and five feet wide but also double doors on 
  either side wall.  The rear wall does not have any obvious 
  entrances (and no hidden ones).  The doors may not be 
  
  Ket6-02 Rules of Engagement 
   
  Page 15 
  locked but they can be barred on the inside and there are 
  reinforced steel wrapped beams of wood that slide into 
  place (four for each set of doors).  It is a Strength check 
  [DC 36] to open the doors when the beams are in place. 
  �Entry Doors: Granite overlaid with steel, [tempered 
  steel – 90 hp, hardness 12] [granite – 300 hp, hardness 8] 
  [after entirety of steel and 100 hp of granite – wall of 
  force].  Open Lock (n/a).  Strength Check [DC 36] to 
  force when barred shut, otherwise cannot be locked. 
  �Temple Walls:  Granite [granite - 2700 hp, hardness 8] 
  [after 1350 hp – wall of force].  Open Lock and Strength 
  check (n/a) to open. 
  The front doors are always open, unless there is a 
  ceremony being held in the temple, to represent the 
  welcoming greetings of Family and the Four Feet of the 
  Dragon. There are references etched into the door 
  making such an association clear to anyone who can read 
  Baklunish (this is the language employed). 
  At a height of 40 feet on all walls are small 
  representations of a cup and talisman, set apart from one 
  another by 30 feet.  Likewise on each of the center 
  columns are four such devices, in the four cardinal 
  points. Each of these contains three wands, embedded 
  into the representation of the talisman (they look 
  natural) and a permanent alarm spell.  If a creature casts 
  magic within 60 feet of such a device, or attempts to fly or 
  otherwise gain altitude by means of a spell or otherwise, 
  they are discharged.  The first wand is a dispel magic 
  wand (CL 10) and the second is an earthbind* Wand (CL 
  10).  The third is a wand of faerie fire (heightened to 5
  th 
  level, range of 70 feet, CL 10).  Activation of these wands 
  also sets off both an audible and a mental alarm – the 
  mental alarm is cued to a member of the Archons 
  wearing the Great Mosque helmet (the helmet is the item 
  linked to the alarm…). 
  * Appendix Two: New Rules Items  
  A permanent anticipate teleport, greater, is located in the 
  confines of the mosque and on the outer edges of the 
  structure.  In essence, instant transport magic is allowed 
  but there is a good delay in allowing it to succeed.  Four 
  wands of glitterdust [CL 10], mounted in each of the four 
  corners, target anyone activating the anticipate teleport 
  within the premises.  Each is a heightened sculpted 
  glitterdust with a DC of 14, with a range of 170 feet.  It is 
  possible that multiple wand discharges takes place, and 
  the sculpting allows for four 10 foot cubes from each 
  wand out to the range of the wand.  One cube per target, 
  to a maximum of four, is cast. 
  Lighting within the temple is from wall mounted 
  braziers at a height of 30 feet, blessed by the local priests 
  of Azor’Alq.  As a result, they are double strength 
  continual flame (heightened to 4
  th level) devices 
  permanently attached to the walls, and set every 15 feet.  
  Eight circle each pillar, which allows the light to spread 
  to all parts of the temple.  Large mirrors also hang beside 
  each torch (they are set in place to allow the central 
  guardpost and those at the corners to see throughout the 
  complex). 
  Coloration in the temple is alternating solid red and solid 
  black paint, with mosaics of the various ordeals of 
  Al’Akbar while guiding the Baklunish refugees out of the 
  ruins of the Invoked Devastation dominating all walls – 
  save the roof the Dome which represents the night sky 
  above Lopolla.  The mosaics are intricate and the walls are 
  sheer but there are some minor handholds and assistance, 
  making them a climb check [DC 25].  The last fifteen feet 
  to the roof is purposefully designed to be difficult to 
  climb and is a [DC 35] climb check because of the 
  polished stone at this point and the sheer granite blocks 
  with no purchase. 
  Guard posts are set into the walls beside each entrance, 
  and at the corners of the temple.  Also at each corner is a 
  very narrow winding staircase (five feet wide in total) 
  leading up to the catwalk at the ceiling.  It is a squeeze for 
  any Medium creatures to pass up this, and nothing larger 
  can get up. Each guardpost is 25 feet long and five feet 
  wide.  It is designed to accommodate up to 5 guards in 
  each during regular period (a total of 30 for the temple on 
  any given day). 
  Wands 
  The expenditure on wands in the facility is deliberate.  
  Although charged items, they are generally much less 
  expensive than permanent magical items.  Furthermore, 
  their economy is enhanced by an ability to change such 
  items for new wands should a different or more effective 
  means be suggested.  All wands are individually guided 
  by alarm spells but can also be activated by guards (if they 
  can reach them…and have the right traits). 
  The Square of the Restorer 
  The Square is the surrounding area around the Great 
  Mosque of Lopolla.  It is a granite cobblestone surface in 
  alternating black and red bricks.  20 foot tall stone posts 
  dot the area, each with a standard continual flame torch 
  at their apex providing light.  The road to the north once 
  was the direct path to the seat of the Beygraf, but the 
  recent construction of the Copper Palace has rendered 
  this simply another large exit street now. 
  
  Ket6-02 Rules of Engagement 
   
  Page 16 
  Development 
  Once the preliminary investigation and scouting is done, 
  the PCs have one hour to prepare themselves further.  
  Once they are done, the Threshers cast a message spell 
  upon everyone in the party and then proceed to 
  Encounter Five – The Engagement.  If the party wishes 
  to cease participation at this point, they may do so – 
  proceed to Conclusion. 
  Message spell and the Threshers 
  In general, these do not last long enough for the full hour 
  long Engagement.  The Threshers do continually refresh 
  the spell, without giving away anything about the 
  attackers or defenders. 
  There are Threshers stationed throughout the square and 
  Mosque in order to monitor the situation.  They are 
  dressed in bright red clothing and clearly not part of the 
  Engagement save as observers.  Many of them are 
  reporting directly back to the High Jurat and his 
  entourage on the circumstances of the matter. 
   
  Encounter Five – The 
  Engagement 
   
  There are two potential missions being undertaken in 
  this Encounter, the first being the Offensive mission to 
  infiltrate the Mosque, the second being the Defensive 
  Mission to prevent this.  Various suggestions are made 
  for planned tactics but can and should be overridden by 
  the PCs if they are participating in that mission. This 
  Encounter and the next is very free form and should 
  be at the discretion of the PCs for the most part, 
  subject to the guidelines provided.   
  Offensive suggestions 
  The NPC’s want to take full advantage of invisibility, 
  hiding and similar tactics. They also like the idea of a 
  decoy, an individual or two sent in on a possible route 
  whose only job is to draw away attention from the real 
  mission.  Although an illusion would likewise do a good 
  job in this role, it is less desirable because it could be seen 
  through with some ease. At higher levels, they want to 
  rely upon the member(s) with the Darkstalker feat to get 
  the symbol through, as it makes catching them that 
  much harder. 
  At all times they want the approach on the mission to be 
  quiet – they feel there is no need to advertise the mission 
  no matter the circumstances.  The prohibition on 
  property damage is something they are taking very 
  seriously.  They do want the PCs to be prepared for 
  climbing and silence (so climbing gear is recommended) 
  and want spells like message or similar ones used for 
  communications – the Thresher message spell is just for 
  monitoring purposes. 
  They shy away from any suggestion about instant 
  transport magic (they presume it is warded against that) 
  or flight (they likewise presume that there are some 
  defences in place). 
  Defensive Suggestions 
  Get people with the best Spot and Listen into the best 
  possible positions for same.  Somehow alarm or 
  otherwise rig the entrances into the Great Mosque of 
  Lopolla for additional warning (although do not rely 
  upon it).  Have at least one or two people up on the 
  catwalks as a last-ditch defense. 
  Adding illusions to the Great Mosque of additional 
  defenders is a worthwhile action, if only to slow down 
  and make intruders think. 
  Initiate of the Sevenfold Veil 
  It is important to note that at high levels one of the 
  NPC’s is an Initiate of the Sevenfold Veil.  She is very 
  aware of the laws of Ket (despite being a Perrender – a 
  citizen of Perrenland - with the Pax Mercuri, the 
  mercenary organization from the region) and does not 
  use the warding if it involves the possible risk of stock 
  time or mine time for crimes such as assault and worse. It 
  is more than likely that she does not use the warding 
  powers at all, rather that risk a problem – although she 
  might risk a display for the purposes of a bluff or to 
  prevent the other team from winning (if she reasonably 
  can determine that they will not just bull through the 
  warding, thus likely providing her with stock time…) 
  Tokens 
  Two tokens of any type should be allocated per PC to 
  denote the PCs.  The Attackers only need one, really, but 
  the second can be used for decoy spells and the like.  This 
  is designed to allow for uncertainty in the allocation of 
  resources and visibility. 
  Offensive Mission 
  In your heads, the voice of the Thresher contact 
  speaks clearly and without rushing. 
  
  Ket6-02 Rules of Engagement 
   
  Page 17 
  “The commencement of the engagement is…now.  
  You have one hour to complete your mission.  May 
  the Restorer of Righteousness Protect you.” 
  Starting positions are anywhere on the map that is not 
  the Temple or the Square of the Restorer.  In the event of 
  questions about where to begin, the spirit of the 
  adventure intends that the infiltrators have to cover some 
  distance to reach the Temple – use your discretion as a 
  DM to enable a proper competition to take place. 
  The defenders are listed in the adventure.  For every PC 
  added to their numbers, one NPC is removed.  It is the 
  choice of the PCs to choose which NPC is removed if any 
  are to be left out.  Should the PCs be unable to choose, 
  they are removed in the order presented in the 
  Encounter under the Opponents section. 
  The attackers then have the time they need, within the 
  limits of the Engagement time noted (1 hour), to prepare 
  and begin their Infiltration. 
  Once the attackers wish to begin, have them place their 
  tokens on the map and start moving.  Initiative should 
  only be started when actual potential engagement is 
  about to begin. 
  Defensive Mission 
  In your heads, the voice of the Thresher contact 
  speaks clearly and without rushing. 
  “The commencement of the engagement is…now.  
  You have one hour to complete your mission.  May 
  the Restorer of Righteousness Protect you.” 
  The defenders are listed in the adventure.  For every PC 
  added to their numbers, one NPC is removed.  It is the 
  choice of the PCs to choose which NPC is removed if any 
  are to be left out.  Should the PCs be unable to choose, 
  they are removed in the order presented in the 
  Encounter under the Opponents section. 
  The defenders should allocate themselves on the maps 
  provided with tokens.  They each get two tokens, one  of 
  which is a fake, so that the DM is not privy to all the 
  possible options and so that it can add some variance into 
  the event. 
  Once the attackers move in, the DM should adjudicate 
  distance and spotting as normal.  It is likely to assist 
  matters significantly if some Spot and Listen checks are 
  done beforehand. 
  Success or Failure 
  It is now up to the free form part of this adventure to 
  determine how things proceed.  Success is simple – 
  prevent the Symbol from being attached in the one hour 
  time for the Defenders to succeed; attach the Symbol 
  within the one hour time for the Infiltrators/Offensive 
  side to succeed.  If there is some unusual situation that 
  requires adjudication, provide the success to the side that 
  showed the most innovation. 
  Development 
  When the hour is up or the Symbol has been attached, 
  the following is said by the Thresher contacts: 
  “The results have been conveyed to the authorities. 
  [If the PCs failed in the first Engagement[ 
  They are interested in your efforts.  Now, however, 
  they wish to test your resourcefulness – will you take 
  the challenge of a second Engagement, this time from 
  the position of the other side?  It might provide you a 
  chance to make a better show of things. That would 
  be the option other than the one you just undertook. 
  It will be at the alternate time period [evening if this 
  has just been a morning run, or the next morning if this 
  was an evening run].  Do you accept this offer?” 
  [If the PCs succeeded in the first Engagement] They are 
  pleased with your efforts.  Now, however, they wish 
  to test your resourcefulness – will you take the 
  challenge of a second Engagement, this time from the 
  position of the other side?  That would be the option 
  other than the one you just undertook. It will be at 
  the alternate time period [evening if this has just been a 
  morning run, or the next morning if this was an evening 
  run].  Do you accept this offer?” 
  If the PCs accept, proceed to Encounter Six.  If they do 
  not, proceed to Conclusion. 
  Opponents 
  The opponents are divided into Offence/Infiltrators 
  (Fervent Faction) and Defenders (Balance Trust).  In 
  actual fact, in the next Encounter these roles are to be 
  reversed, but this designation is used throughout for each 
  team to keep things straight. 
  These NPC’s are also being drawn from neutral or semi-
  neutral organizations in Ket and do not actually represent 
  the factions from a role-playing or political perspective. 
  Offense/Infiltrators (Fervent Faction) 
  APL 2 (EL 5) 
  �Vilar: Male Baklunish Rog1/Wiz1/War1; hp 20; see 
  Appendix One.  
  
  Ket6-02 Rules of Engagement 
   
  Page 18 
  �Soriya: Female halfling Rgr1/Swashbuckler1/War1; 
  hp 26; see Appendix One.  
  �Glare: Male Half-Orc Clr2/War1; hp 21; see Appendix 
  One.  
  APL 4 (EL 7) 
  �Vilar: Male Baklunish Rog2/Wiz2/War1; hp 31; see 
  Appendix One.  
  �Soriya: Female halfling Rgr1/Swashbuckler3/War1; 
  hp 42; see Appendix One. 
  �Glare: Male Half-Orc Clr4/War1; hp 33; see Appendix 
  One.  
  APL 6 (EL 9) 
  �Vilar: Male Baklunish Rog3/Wiz3/War1; hp 42; see 
  Appendix One.  
  �Soriya: Female Halfling Rgr3/Swashbuckler3/War1; 
  hp 56; see Appendix One.  
  �Glare: Male Half-Orc Clr6/War1; hp 45;.see Appendix 
  One. 
  APL 8 (EL 11) 
  �Vilar: Male Baklunish Rog3/Wiz5/War1/; hp 52; see 
  Appendix One. 
  �Soriya: Female halfling Rgr3/Swashbuckler3/Ftr2/ 
  War1; hp 72; see Appendix One. 
  �Glare: Male Half-Orc Clr6/War1/Scout2; hp 57; see 
  Appendix One. 
   APL 10 (EL 13) 
  �Vilar: 
  Male 
  Baklunish 
  Rog3/Wiz5/War1/Arcane 
  Trickster2; hp 62;  see Appendix One. 
  �Soriya: Female halfling Rgr3/Swashbuckler3/Ftr2/ 
  Mnk2/War1; hp 86; see Appendix One. 
  �Glare: 
  Male 
  Half-Orc 
  Clr6/War1/Scout2/ 
  DreadCommando2; hp 80; see Appendix One. 
  APL 12 (EL 15) 
  �Vilar: 
  Male 
  Baklunish 
  Rog3/Wiz5/War1/Arcane 
  Trickster4; hp 72; see Appendix One. 
  �Soriya: Female halfling Rgr3/Swashbuckler3/Ftr4/ 
  Mnk2/War1; hp 117; see Appendix One. 
  �Glare: 
  Male 
  Half-Orc 
  Clr6/War1/Scout2/ 
  DreadCommando4; hp 94; see Appendix One. 
  Defence (Balance Trust) 
  APL 2 (EL 5) 
  �Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary Guild): Female Flan Wiz2/War1; hp 18; see 
  Appendix One. 
  �Lofar: Female dwarf Pal2/War1;hp 29; see Appendix 
  One. 
  �Single: Male Half-Orc Bbn1/Scout1; hp 23; see 
  Appendix One. 
  APL 4 (EL 7) 
  �Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary Guild): Female Flan Wiz4/War1; hp 28; see 
  Appendix One.  
  �Lofar: Female dwarf Pal4/War1; hp 47; see Appendix 
  One.  
  �Single: Male Half-Orc Bbn1/Scout3; hp 37; see 
  Appendix One. 
  APL 6 (EL 9) 
  �Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary Guild): Female Flan Wiz6/War1 hp 38; see 
  Appendix One. 
  �Lofar: Female dwarf Pal6/War1 hp 65; see Appendix 
  One. 
  �Single: Male Half-Orc Bbn1/Scout5; hp 51; See 
  Appendix One. 
  APL 8 (EL 11) 
  �Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary Guild): Female Flan Wiz8/War1; hp 48; see 
  Appendix One. 
  �Lofar: Female dwarf Pal8/War1; hp 83; see Appendix 
  One. 
  �Single: Male Half-Orc Bbn1/Scout7; hp 65; see 
  Appendix One. 
  APL 10 (EL 13) 
  �Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary 
  Guild): 
  Female 
  Flan 
  Wiz8/War1/InitiateoftheSevenfoldVeil2; hp 58;  see 
  Appendix One. 
  �Lofar: Female dwarf Pal10/War1; hp 101; see Appendix 
  One. 
  �Single: Male Half-Orc Bbn1/Scout9; hp 79; see 
  Appendix One. 
  APL 12 (EL 15) 
  �Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary 
  Guild): 
  Female 
  
  Ket6-02 Rules of Engagement 
   
  Page 19 
  Flan;Wiz8/War1/InitiateoftheSevenfoldVeil4; hp 81; see 
  Appendix One. 
  �Lofar: Female dwarf Pal12/War1; hp 119; see Appendix 
  One. 
  �Single: Male Half-Orc Bbn1/Scout11; hp 105; see 
  Appendix One. 
   
  Encounter Six – A Second 
  Engagement 
   
  In actual fact, those monitoring the situation want this 
  to be a fair test of the various entry and exit methods.  
  As a result, no matter the choice of when to start (be it 
  at night or at dawn) a second Engagement is assigned 
  after the first, this time at the different time.  For 
  example, if the party chose to enter at night 
  immediately, the next Engagement takes place the next 
  morning, in daylight.  If the party chose the daylight 
  entry, however, the second Engagement is that evening. 
  Any NPC’s in attendance should be given the benefit of 
  learning from the previous situation and modifying 
  their tactics and options accordingly, at the discretion 
  of the DM. 
  There are, once more, two potential missions being 
  undertaken in this Encounter, the first being the 
  Offensive mission to infiltrate the Mosque, the second 
  being the Defensive Mission to prevent this. The PCs 
  are also being asked to change their basic situation and 
  do the reverse of the last Engagement. Various 
  suggestions are made for planned tactics but can and 
  should be overridden by the PCs if they are 
  participating in that mission. This Encounter is very 
  free form and should be at the discretion of the PCs 
  for the most part, subject to the guidelines provided. 
  Suggestions for the Engagement are the same as before, 
  taking into account what has been experienced – 
  although this time the teams are different, as they stay 
  with the PCs (do not choose new teams, simply keep 
  them with the NPC’s they have teamed with already – 
  if they have any NPC’s).  Additionally, the following 
  spells (via spellcasters, wands or potions – all at 10th 
  level of casting or minimum caster level, whichever is 
  greater) are made available to assist the defenders or 
  attackers (they may choose all, some or none of these). 
   For every item chosen by the PCs from this list, the 
  NPC’s should also choose one (to keep balance): 
  Bull’s strength 
  Cat’s grace  
  Darkvision 
  Enlarge person 
  Embrace the wild ( scent only) 
  Iron silence 
  Jump 
  Reduce person 
  See invisibility 
  Silence 
  Spiderclimb 
  Tokens 
  Two tokens of any type should be allocated per PC to 
  denote the PCs.  The Attackers only need one, really, 
  but the second can be used for decoy spells and the 
  like.  This is designed to allow for uncertainty in the 
  allocation of resources and visibility. 
  Offensive Mission 
  In your heads, the voice of the Thresher contact 
  speaks clearly and without rushing. 
  “The commencement of this second engagement 
  is…now. You have one hour to complete this mission. 
   May the Restorer of Righteousness Protect you.” 
  The defenders are listed in the adventure.  For every PC 
  added to their numbers, one NPC is removed.  It is the 
  choice of the PCs to choose which NPC is removed if 
  any are to be left out.  Should the PCs be unable to 
  choose, they are removed in the order presented in the 
  Encounter under the Opponents section. 
  The attackers then have the time they need, within the 
  limits of the Engagement time noted (1 hour), to 
  prepare and begin their Infiltration. 
  Once the attackers wish to begin, have them place their 
  tokens on the map and start moving.  Initiative should 
  only be started when actual potential engagement is 
  about to begin. 
  Defensive Mission 
  In your heads, the voice of the Thresher contact 
  speaks clearly and without rushing. 
  “The commencement of this second engagement 
  is…now. You have one hour to complete this mission. 
   May the Restorer of Righteousness Protect you.” 
  The defenders are listed in the adventure.  For every PC 
  added to their numbers, one NPC is removed.  It is the 
  
  Ket6-02 Rules of Engagement 
   
  Page 20 
  choice of the PCs to choose which NPC is removed if 
  any are to be left out.  Should the PCs be unable to 
  choose, they are removed in the order presented in the 
  Encounter under the Opponents section. 
  The defenders should allocate themselves on the maps 
  provided with tokens.  They each get two tokens, one  
  of which is a fake, so that the DM is not privy to all the 
  possible options and so that it can add some variance 
  into the event. 
  Once the attackers move in, the DM should adjudicate 
  distance and spotting as normal.  It is likely to assist 
  matters significantly if some Spot and Listen checks are 
  done beforehand. 
  Success or Failure 
  As with the previous Encounter, the Success 
  assessment is simple and has not changed – prevent the 
  Symbol from being attached in the one hour time for 
  the Defenders to succeed; attach the Symbol within the 
  one hour time for the Infiltrators/Offensive side to 
  succeed.  If there is some unusual situation that requires 
  adjudication, provide the success to the side that 
  showed the most innovation. 
  Offense/Infiltrators (Fervent Faction) 
  APL 2 (EL 5) 
  �Vilar: Male Baklunish Rog1/Wiz1/War1; hp 20; see 
  Appendix One.  
  �Soriya: Female halfling Rgr1/Swashbuckler1/War1; 
  hp 26; see Appendix One.  
  �Glare: Male Half-Orc Clr2/War1; hp 21; see Appendix 
  One.  
  APL 4 (EL 7) 
  �Vilar: Male Baklunish Rog2/Wiz2/War1; hp 31; see 
  Appendix One.  
  �Soriya: Female halfling Rgr1/Swashbuckler3/War1; 
  hp 42; see Appendix One. 
  �Glare: Male Half-Orc Clr4/War1; hp 33; see Appendix 
  One.  
  APL 6 (EL 9) 
  �Vilar: Male Baklunish Rog3/Wiz3/War1; hp 42; see 
  Appendix One.  
  �Soriya: Female Halfling Rgr3/Swashbuckler3/War1; 
  hp 56; see Appendix One.  
  �Glare: Male Half-Orc Clr6/War1; hp 45;.see Appendix 
  One. 
  APL 8 (EL 11) 
  �Vilar: Male Baklunish Rog3/Wiz5/War1/; hp 52; see 
  Appendix One. 
  �Soriya: Female halfling Rgr3/Swashbuckler3/Ftr2/ 
  War1; hp 72; see Appendix One. 
  �Glare: Male Half-Orc Clr6/War1/Scout2; hp 57; see 
  Appendix One. 
   APL 10 (EL 13) 
  �Vilar: 
  Male 
  Baklunish 
  Rog3/Wiz5/War1/Arcane 
  Trickster2; hp 62;  see Appendix One. 
  �Soriya: Female halfling Rgr3/Swashbuckler3/Ftr2/ 
  Mnk2/War1; hp 86; see Appendix One. 
  �Glare: 
  Male 
  Half-Orc 
  Clr6/War1/Scout2/ 
  DreadCommando2; hp 80; see Appendix One. 
  APL 12 (EL 15) 
  �Vilar: 
  Male 
  Baklunish 
  Rog3/Wiz5/War1/Arcane 
  Trickster4; hp 72; see Appendix One. 
  �Soriya: Female halfling Rgr3/Swashbuckler3/Ftr4/ 
  Mnk2/War1; hp 117; see Appendix One. 
  �Glare: 
  Male 
  Half-Orc 
  Clr6/War1/Scout2/ 
  DreadCommando4; hp 94; see Appendix One. 
  Defence (Balance Trust) 
  APL 2 (EL 5) 
  �Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary Guild): Female Flan Wiz2/War1; hp 18; see 
  Appendix One. 
  �Lofar: Female dwarf Pal2/War1;hp 29; see Appendix 
  One. 
  �Single: Male Half-Orc Bbn1/Scout1; hp 23; see 
  Appendix One. 
  APL 4 (EL 7) 
  �Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary Guild): Female Flan Wiz4/War1; hp 28; see 
  Appendix One.  
  �Lofar: Female dwarf Pal4/War1; hp 47; see Appendix 
  One.  
  �Single: Male Half-Orc Bbn1/Scout3; hp 37; see 
  Appendix One. 
  APL 6 (EL 9) 
  
  Ket6-02 Rules of Engagement 
   
  Page 21 
  �Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary Guild): Female Flan Wiz6/War1 hp 38; see 
  Appendix One. 
  �Lofar: Female dwarf Pal6/War1 hp 65; see Appendix 
  One. 
  �Single: Male Half-Orc Bbn1/Scout5; hp 51; See 
  Appendix One. 
  APL 8 (EL 11) 
  �Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary Guild): Female Flan Wiz8/War1; hp 48; see 
  Appendix One. 
  �Lofar: Female dwarf Pal8/War1; hp 83; see Appendix 
  One. 
  �Single: Male Half-Orc Bbn1/Scout7; hp 65; see 
  Appendix One. 
  APL 10 (EL 13) 
  �Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary 
  Guild): 
  Female 
  Flan 
  Wiz8/War1/InitiateoftheSevenfoldVeil2; hp 58;  see 
  Appendix One. 
  �Lofar: Female dwarf Pal10/War1; hp 101; see Appendix 
  One. 
  �Single: Male Half-Orc Bbn1/Scout9; hp 79; see 
  Appendix One. 
  APL 12 (EL 15) 
  �Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary 
  Guild): 
  Female 
  Flan;Wiz8/War1/InitiateoftheSevenfoldVeil4; hp 81; see 
  Appendix One. 
  �Lofar: Female dwarf Pal12/War1; hp 119; see Appendix 
  One. 
  �Single: Male Half-Orc Bbn1/Scout11; hp 105; see 
  Appendix One. 
  Development 
  Proceed to Conclusion once the results of the 
  Encounter are known. 
  Conclusion 
   
  Finished and participated in the Engagements 
  The assembled personalities are discussing the results 
  of your activities excitedly.  High Jurat Eshear 
  ibn’Qadi smiles in your direction and bows his head 
  in acknowledgement, before moving to confer with a 
  pair of Mullahs and another presumed member of the 
  Ket government.  It is with some interest that various 
  onlookers are considering the outcome of the 
  Engagements. 
  [If the Fervent Faction was predominantly successful] 
  The Mullahs look ecstatic and pleased at the outcome, 
  their faces almost unrecognizable from the severe and 
  harsh expressions they normally display.  Those who 
  assisted them are congratulated loudly to the 
  exclusion of any who opposed them.   
  [If the Balance Trust was predominantly successful] 
  The Black Scorpions are quiet in their praise, careful 
  not to get too close to the Mullahs who find the 
  results unacceptable.  Their continued tirades are 
  losing steam, however, in the face of the obvious 
  results and they are likewise very much flustered.  
  The whole force of the argument disappears almost 
  entirely and those who helped in the defence are 
  given due thanks. 
  [If neither faction nor mission were predominantly 
  successful] 
  The lack of a distinctive outcome is a surprise.  Next 
  time, many argue at least three Engagements should 
  be attempted but others put forward the simple logic 
  that a more balanced approach and discussion should 
  carry the day. The Mullahs do not appear to 
  appreciate this conversation – although they are 
  happy that the traditional capstone placement now 
  carries the day - while the Black Scorpions look 
  unhappy that their defences did not work to 
  perfection. 
  Did not participate in Engagements or ended 
  Early 
  The results of the day are inconclusive – although the 
  traditional placement of the capstone now takes 
  precedent - and arguments still abound about the 
  implications of the facing of the capstone.  There has 
  been no long-term resolution and it appears unlikely 
  one will take place soon. 
  Overall Success or Failure 
  Firstly, success or failure is determined on an individual 
  basis, not a party basis. 
  The success or failure of the overall mission is 
  determined by the initial type of mission chosen by the 
  individuals (although that could be the same if the party 
  
  Ket6-02 Rules of Engagement 
   
  Page 22 
  all makes the same choice). It is entirely conceivable that 
  a party splitting up could have some be successful while 
  others not, and it is likewise possible that both sides can 
  claim success.   
  Success is based on the faction chosen.  If a side (being 
  the Fervent Faction (choosing offensive first) or the 
  Balance Trust (choosing defensive first) is successful at 
  only one of two missions, they are considered a success, 
  as it is argued effectively that the preparation time in this 
  instance was not in keeping with that which otherwise 
  might be available to attackers or infiltrators.  The High 
  Jurat accepts such arguments. 
  Success 
  If the character is successful, they may choose one of the 
  AR Awards for Ket Military, Divine or Social metaorgs if 
  they belong to one of these prior to the adventure – and 
  if they have declared this membership openly at some 
  point in the adventure (see the Adventure Background 
  for details).  Alternatively, they may take the Any favor if 
  they have no affiliations to Ket metaorgs.  Only one 
  choice may be made but they have the right to see all of 
  the available choices before making a final decision. 
  For the purposes of Metaorg Divisions, use the following 
  designations: 
  Military Metaorgs:   
  Beygraf’s Pride 
  Kishta 
  Paighan 
  Re’Lahd I’Shad 
  Stouthearts 
  Veterans 
  Divine Metaorgs: 
  Hero of Azor’Alq 
  Warder of Geshtai 
  Guardian of Eternal Slumber 
  Clergy of Istus 
  Clergy of Mouqol 
  Razor’s Edge 
  Seeker of the Perfect Forms 
  The True Faith 
  Shadow of Xan Yae 
  Social Metaorgs: 
  All Ket Metaorgs not listed above. 
  Likewise, the successful player gains the AR Favor of the 
  Faction for which they worked.  There is no 
  corresponding enmity, if asked. 
  Not Successful 
  If the character is not successful, they do not gain any 
  Metaorg or Any favors.  They do, however, still gain the 
  favor of the Faction for which they worked as those 
  individuals acknowledge the choice of the character and 
  their efforts in the Engagements. 
  Did Not Participate 
  A character choosing not to participate in the 
  Engagements is not considered a success or failure.  They 
  are simply considered to not have been present and gain 
  no AR awards (aside from possible Stock time or criminal 
  charges for earlier actions). 
  Antoine the Black Cat 
  If the party is sympathetic to Antoine, providing 
  reassuring words, cash or some combination (even as 
  simple as being sympathetic and not asking for stolen 
  coin to be returned) he does what he can for them.  
  Although his magic items are currently pawned (those he 
  has are only his on loan for a short time), he lets the PCs 
  know where they might be found and gives them the 
  opportunity to buy them for their own use – this 
  provides Access to the Gloves of the Black Cat on the 
  AR. 
  It is at the discretion of the DM whether all, some or 
  none of the PCs should get this benefit.  Acting in an 
  antagonistic manner, questioning him severely or 
  anything along these lines should be taken as hostility 
  toward him and he therefore does not provide access. 
  Stock Time and crimes 
  If the PCs did commit crimes warranting stock times or 
  punishment of any kind, note it on the AR by circling the 
  appropriate AR Award “Stock Time/Punishment”.  This 
  is for future reference… 
  Compensation 
  The High Jurat is willing to compensate any who have 
  participated to their fullest in the Engagements.  Half of 
  the reward is provided for those PCs who participate fully 
  in Encounter Five, half for those PCs who participate 
  fully in Encounter Six. There is no over-cap gold 
  provided – if anything was taken from Antoine in the 
  Introduction, the payment here is reduced by a 
  
  Ket6-02 Rules of Engagement 
   
  Page 23 
  corresponding amount.  Just as obviously, there are no 
  items obtained during the course of the Engagements, 
  but High Jurat Eshear ibn’Qadi requests that the various 
  organizations participating make these items available to 
  the PCs for purchase – these are listed on the Item Access 
  under AR Access items.  These items are provided for 
  Access even if the PCs choose not to go ahead with the 
  Engagements.  
  Only if the PCs proceeded to the Conclusion from 
  Encounter Six do they gain access to all items marked 
  with a *, this time from the combined vaults of the True 
  Faith and the Black Scorpions. 
  Treasure 
  APL 2: L: 0 gp; C: 450 gp; M: 0 gp. 
  APL 4: L: 0 gp; C: 650 gp; M: 0 gp. 
  APL 6: L: 0 gp; C: 900 gp; M: 0 gp. 
  APL 8: L: 0 gp; C: 1,300 gp; M: 0 gp. 
  APL 10: L: 0 gp; C: 2,300 gp; M: 0 gp. 
  APL 12: L: 0 gp; C: 3,300 gp; M: 0 gp. 
  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. 
  Introduction 
  Defeating Antoine or ensuring he was arrested 
   
  APL 2 
   
  60 xp 
  APL 4 
   
  120 xp 
  APL 6 
   
  180 xp 
  APL 8 
   
  240 xp 
  APL 10  
  300 xp 
  APL 12  
  360 xp; 
  Encounter Two 
  Accepting the task of either Infiltrating or Defending the 
  Mosque 
  APL 2 
   
  15 xp 
  APL 4 
   
  30 xp 
  APL 6 
   
  45 xp 
  APL 8 
   
  60 xp 
  APL 10  
  75 xp 
  APL 12  
  90 xp; 
  Encounter Four 
  Defeating the Offense or Defenders 
  APL 2 
   
  150 xp 
  APL 4 
   
  210 xp 
  APL 6 
   
  270 xp 
  APL 8 
   
  330 xp 
  APL 10  
  390 xp 
  APL 12  
  450 xp; 
  Encounter Five 
  Defeating the Offense or Defence 
  APL 2 
   
  150 xp 
  APL 4 
   
  210 xp 
  APL 6 
   
  270 xp 
  APL 8 
   
  330 xp 
  APL 10  
  390 xp 
  APL 12  
  450 xp; 
  Story Award 
  Upholding the laws of Ket and not being assigned any 
  stock time or subject to successful criminal charges 
  APL 2 
   
  15 xp 
  APL 4 
   
  15 xp 
  APL 6 
   
  30 xp 
  APL 8 
   
  30 xp 
  APL 10  
  45 xp 
  APL 12  
  45 xp; 
  Roleplaying Award 
  APL 2 
   
  60 xp 
  APL 4 
   
  90 xp 
  APL 6 
   
  120 xp 
  
  Ket6-02 Rules of Engagement 
   
  Page 24 
  APL 8 
   
  150 xp 
  APL 10  
  180 xp 
  APL 12  
  210 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, PCs 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 PCs cannot take the time 
  to loot the bodies, they do not gain this gold.  If you feel 
  it is reasonable that PCs 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), PCs may return to retrieve loot.  If the PCs 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 PCs may want to use them during the adventure. 
   Many times PCs 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 PCs total and coin value increase 
  at the end of the adventure.  Write the total in the gp 
  Gained field of the adventure certificate.  Because this is a 
  Regional scenario, PCs may spend additional Time Units 
  to practice professions or create items immediately after 
  the adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Conclusion 
  APL 2: L: 0 gp; C: 450 gp; M: 0 gp. 
  APL 4: L: 0 gp; C: 650 gp; M: 0 gp. 
  APL 6: L: 0 gp; C: 900 gp; M: 0 gp. 
  APL 8: L: 0 gp; C: 1,300 gp; M: 0 gp. 
  APL 10: L: 0 gp; C: 2,300 gp; M: 0 gp. 
  APL 12: L: 0 gp; C: 3,300 gp; M: 0 gp. 
  Total Possible Treasure 
  APL 2:   
   
  450 gp  
  APL 4:   
   
  650 gp  
  APL 6:   
   
  900 gp 
  APL 8:   
   
  1,300 gp  
  APL 10:   
   
  2,300 gp  
  APL 12:   
   
  3,300 gp  
   
   
   
  
  Ket6-02 Rules of Engagement 
   
  Page 25 
  Appendix One: NPCs and Creatures
  All APLs 
  Encounter One  
   
   
   
  Araf and Jitaq: Male Humans (baklunish); Clr2; 
  Medium Humanoid; CR 2; HD 2d8+4; hp 17; Init +0; 
  Spd 30 ft; AC 10, touch 10, flat-footed 10; Base Atk +1; 
  Grp +3; Atk +3 (2d4+3, masterwork falchion); Full Atk 
  +3 melee (2d4+3, masterwork falchion); SQ turn 
  undead (10/day), domains; AL LN; SV Fort +5, Ref +0, 
  Will +6; Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 10; 
   
  Skills and Feats: Concentration +5, Healing +8, 
  Knowledge (religion) +5; Empower Spell, Extra 
  Turning.  
   
  Spells Prepared:  (4/3+1; DC = 13+Spell Level. * is 
  the domain spell).  O lvl – create water, detect magic, 
  guidance, mending; 1
  st lvl – cure light wounds*, detect 
  chaos, protection from chaos, shield of faith. 
   
  Domains (Al’Akbar):  Healing: Healing spells are 
  cast at +1 caster level; Law; Spells with the lawful 
  descriptor are cast at +1 caster level. 
   
  Possessions: masterwork falchion, club, sap (2), 
  dagger (2), black and red robes. 
   
  Languages:  Common, Baklunish. 
  Encounter Two  
   
   
   
  Black Scorpion Jillaq: Male Human (baklunish); 
  Rgr2/Rog3/Ftr4/War1; Medium Humanoid; CR 9; HD 
  3d8+3d6+4d10+30; hp 83; Init +3; Spd 30 ft; AC 19 (+5 
  for +1 mithral chain shirt, +1 ring of protection, +3 dex) 
  touch 14, flat-footed 16; Base Atk +9; Grp +11; Atk +13 
  (1d6+4, +1 alchemical silver scimitar); Full Atk +13/+8 
  (1d6+4, +1 alchemical silver scimitar); AL LN; SV Fort 
  +14, Ref +11, Will +5; Str 14, Dex 16, Con 14, Int 14, 
  Wis 10, Cha 10; 
   
  Skills and Feats: Bluff +5, Forgery +7, Gather 
  Information +5, Handle Animal +12, Knowledge (Local 
  – VTF) +6, Knowledge (geography) +8, Listen +7, 
  Profession (Thresher) +12, Ride +15, Sense Motive +13, 
  Spot +18, Survival +6, Tumble +6; Dodge, Elusive 
  Target*, Improved Toughness*, Iron Will, Mobility, 
  Spring Attack, Weapon Focus (scimitar), Weapon 
  Specialization (scimitar). 
   
  Possessions: 
  +1 
  alchemical 
  silver 
  scimitar, 
  masterwork cold iron scimitar, +2 cloak of resistance, 
  eyes of the eagle, +1 mithral chain shirt, +1 ring of 
  protection, masterwork sap, sap (2), dagger (2), 
  Thresher robes. 
   
  Languages:  baklunish, common, dwarf, halfling 
  * see Appendix 2: New Rules Items 
  Mullah Yiraf; Male Human (baklunish): Clr9/War1; 
  Medium Humanoid; CR 9; HD 10d8+20; hp 73; Init +0; 
  Spd 30 ft; AC 10, touch 10, flat-footed 10; Base Atk +7; 
  Grp +9; Atk +10 (2d4+3, masterwork falchion); Full Atk 
  +10/+5 melee (2d4+3, masterwork falchion); SQ turn 
  undead (10/day), domains; AL LN; SV Fort +12, Ref +5, 
  Will +13; Str 14, Dex 10, Con 14, Int 12, Wis 20, Cha 
  10; 
   
  Skills and Feats: Healing +17, Knowledge 
  (religion) +13, Sense Motive +14, Spellcraft +13; Divine 
  Metamagic* 
  (Empower), 
  Empower 
  Spell, 
  Extra 
  Turning, Extra Turning, Skill Focus: Sense Motive.  
   
  Spells Prepared:  (6/6+1/5+1/4+1/3+1/2+1; DC = 
  15+Spell Level. * is the domain spell).  O lvl – create 
  water, detect magic, guidance (2), mending (2); 1
  st level 
  – cure light wounds*, detect chaos, obscuring mist, 
  protection from chaos (2), shield of faith (2); 2
  nd level – 
  consecrate, cure moderate wounds*, remove paralysis, 
  restoration (lesser), silence, zone of truth; 3
  rd lvl – cure 
  serious wounds*, invisibility purge, prayer, remove 
  curse, wind wall; 4
  th lvl – death ward, freedom of 
  movement, order’s wrath*, restoration; 5
  th lvl – 
  atonement, dispel chaos*, true seeing. 
   
  Domains (Al’Akbar):  Healing: Healing spells are 
  cast at +1 caster level; Law; Spells with the lawful 
  descriptor are cast at +1 caster level. 
   
  Possessions:+2 periapt of wisdom, +2 cloak of 
  resistance, masterwork falchion, sap, dagger (2), black 
  and red robes. 
   
  Languages:  Common, Baklunish. 
  High 
  Jurat 
  Eshear 
  ibn’Qadi: 
  Male 
  Human 
  (baklunish); Exp10; Medium Humanoid; CR 9; HD 
  10d6+10; hp 52; Init +1; Spd 30 ft; AC 11 (+1 dexterity) 
  touch 11, flat-footed 10; Base Atk +7; Grp +7; Atk +8 
  (1d4, masterwork dagger); Full Atk +8/+3 (1d4, 
  masterwork dagger); AL LN; SV Fort +9, Ref +7, Will 
  +13; Str 10, Dex 12, Con 13, Int 15, Wis 11, Cha 11; 
   
  Skills and Feats: Diplomacy +18, Knowledge 
  (history), Knowledge (local – vtf) +15, Knowledge 
  
  Ket6-02 Rules of Engagement 
   
  Page 26 
  (nobility) +15, Knowledge (religion) +15, Profession 
  (Jurat) +16, Ride +14, Sense Motive _+15, Spot +13; 
  Great Fortitude, Iron Will, Negotiator, Skill Focus: 
  Diplomacy, Skill Focus: Profession (Jurat). 
   
  Possessions: masterwork dagger (2), masterwork 
  sap, alchemical silver dagger, +3 cloak of resistance, 
  daggers (4), nobles outfit.. 
   
  Languages:  baklunish, common, dwarven. 
  
  Ket6-02 Rules of Engagement 
   
  Page 27 
  APL 2 
  Introduction 
   
   
   
   
  Antoine The Black Cat: Male Oeridian Rog3/War1; 
  Medium Humanoid; CR 3; HD 1d8+3d6+8; hp 27; Init 
  +7; Spd 30 ft; AC 13 (+3 dex) touch 13, flat-footed 10; 
  Base Atk +3; Grp +4; Atk +7 (1d6+1 masterwork sap); 
  Full Atk +7 melee (1d6+1, masterwork sap); SA Sneak 
  attack +2d6; SQ evasion, , trap sense +1; AL CN; SV 
  Fort +5, Ref +6, Will +0; Str 12, Dex 16, Con 14, Int 14, 
  Wis 8, Cha 12; 
   
  Skills and Feats: Balance +9, Bluff +7, Climb +8, 
  Gather Information +7, Jump +9, Knowledge (Local – 
  VTF) +8, Knowledge (Local – Sheldomar Valley) +8, 
  Profession (Juggler – Circus Performer) +2, Ride +10, 
  Sleight of Hand +9, Tumble +9, Use Magic Device +7; 
  Dodge, Improved Initiative, Weapon Finesse. 
   
  Possessions: masterwork sap, sap (2), dagger (2), 
  desert robes. 
   
  Languages:  Baklunish, Common, Oerdian 
  Encounter Four 
   
   
   
   
  Offence/Infiltrators (Fervent Faction) 
  Vilar: Male Baklunish Rog1/Wiz1/War1; Medium 
  Humanoid; CR 2; HD 1d6+1d8+1d4+6; hp 20; Init +7; 
  Spd 30 ft; AC 17 (+4 mage armor, +3 dex) touch 13, flat-
  footed 14; Base Atk +1; Grp +1; Atk +2 (1d6 masterwork 
  sap); Full Atk +2 melee (1d6, masterwork sap); SA 
  Sneak 
  attack 
  +1d6; 
  SQ; 
   
  Diviner 
  (banned 
  enchantment), familiar, trapfinding AL N; SV Fort +4, 
  Ref +5, Will +3; Str 10, Dex 16, Con 14, Int 16, Wis 8, 
  Cha 8; 
   
  Skills and Feats: Balance +11, Climb +5, Disable 
  Device +9, Escape Artist +7, Intimidate +0, Jump +5, 
  Knowledge (arcane) +5, Knowledge (Local – VTF) +8, 
  Knowledge (Local – Core) +8, Open Lock +9, Ride +8, 
  Search +8, Sleight of Hand +7, Spellcraft +5, Tumble 
  +9; Alertness (when Spot is within 5’, not included in 
  Stat block) Combat Casting, Improved Initiative, Iron 
  Will, Scribe Scroll. 
   
  Spells Prepared:  (3+1/2+1; DC = 13+Spell Level. * 
  is the specialist spell per level).  O lvl – create water, 
  detect magic (3); 1
  st lvl – jump, spiderclimb, true 
  strike*. 
   
  Possessions: scroll of spiderclimb, masterwork sap, 
  sap (2), dagger (2), black robes, masterwork thieves 
  tools, scimitar. 
   
  Languages:  Baklunish, Common, Dwarven, 
  Halfling. 
  Spot: Familiar – Owl; tiny magical beast;  HD 3HD; hp 
  10; Init +3; Spd 10 ft, 40 ft fly (average); AC 18 (+2 size, 
  +3 natural, +3 dexterity) touch 15, flat-footed 15; Base 
  Atk +1; Grp -10; Atk +6 (1d4-3 talons); Full Atk +6 
  melee (1d4-3, talons); Space/Reach: 2 ½ ft / 0 ft; SQ; 
  low-light vision,  improved evasion, share spells, 
  empathic link; SV Fort +2, Ref +5, Will +4; Str 4, Dex 
  17, Con 10, Int 6, Wis 14, Cha 4; 
   
  Skills and Feats: Balance +11, Climb +2, Disable 
  Device +2, Escape Artist +7, Intimidate -2, Jump +2, 
  Knowledge (arcane) +0, Knowledge (Local – VTF) +3, 
  Knowledge (Local – Core) +3, Listen +14, Move 
  Silently +17, Open Lock +7, Ride +8, Search +3, Sleight 
  of Hand +7, Spellcraft +0, Spot +6 (+14 in areas of 
  shadowy illumination), Tumble +9; Weapon Finesse. 
  Soriya: Female halfling Rgr1/Swashbuckler1/War1; 
  Small Humanoid; CR 2; HD 1d10+2+2d8+4; hp 26; Init 
  +4; Spd 20 ft; AC 19 (+1 size, +4 mithral chain shirt, +4 
  dex) touch 15, flat-footed 15; Base Atk +3; Grp -1; Atk 
  +9 (1d4, masterwork sap); Full Atk +9 melee (1d4, 
  masterwork sap); SQ Halfling traits, favored enemy 
  (humans), wild empathy, trap-finding, grace, insightful 
  strike; AL LN; SV Fort +9, Ref +7, Will +1; Str 10, Dex 
  18, Con 14, Int 14, Wis 10, Cha 8; 
   
  Skills and Feats: Balance +8, Climb +8, Jump +0, 
  Hide +13, Listen +2, Move Silently +11, Tumble +8; 
  Darkstalker*, Dodge, Tracking, Weapon Finesse. 
   
  Possessions: scroll of spiderclimb, mithral chain 
  shirt, masterwork sap, sap (2), dagger (2), black robes, 
  short sword. 
   
  Languages:  Common, Halfling. 
  * see Appendix Two: New Rules Items 
  Glare: Male Half-Orc Clr2/War1; Medium Humanoid; 
  CR 2; HD 3d8+3; hp 21; Init +3; Spd 40 ft (with 
  longstrider); AC 17 (+4 mithral chain shirt, +3 dex) 
  touch 13, flat-footed 14; Base Atk +2; Grp +5; Atk +7 
  (2d6+4 masterwork greatsword); Full Atk +7 melee 
  (2d6+4, masterwork greatsword); SQ turn undead, 
  darkvision 60’; AL N; SV Fort +6, Ref +3, Will +5; Str 
  16, Dex 16, Con 12, Int 8, Wis 14, Cha 6; 
   
  Skills and Feats: Climb +4, Knowledge (religion) 
  +3; 
  Combat 
  Reflexes, 
  Dodge, 
  Weapon 
  Focus: 
  Greatsword. 
  
  Ket6-02 Rules of Engagement 
   
  Page 28 
   
  Spells Prepared:  (4/3+1; DC = 12+Spell Level. * is 
  the domain spell).  O lvl – create water (2), guidance 
  (2); 1
  st lvl – divine favor, obscuring mist, shield of faith, 
  longstrider*. 
   
  Domains (Kelanen):  War:  Weapon Focus and 
  Martial Weapons skill in one martial weapon that is 
  the weapon of the deity (in this case, Great Sword); 
  Travel;  May ignore restrictions on movement caused 
  by magical effects for up to 1/round per level. 
   
  Possessions: scroll of spiderclimb, mithral chain 
  shirt, masterwork sap, sap (2), dagger (2), black robes, 
  masterwork greatsword. 
   
  Languages:  Common, Orcish  
  Defenders (Balance Trust) 
  Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary Guild): Female Flan Wiz2/War1; Medium 
  Humanoid; CR 2; HD 2d4+1d8+6; hp 18; Init +2; Spd 
  30 ft; AC 16 (+4 mage armor, +2 dex) touch 12, flat-
  footed 14; Base Atk +2; Grp +2; Atk +3 (1d6, 
  masterwork sap); Full Atk +3 melee (1d6, masterwork 
  sap); SQ  Diviner (banned necromancy), familiar; AL N; 
  SV Fort +4, Ref +2, Will +2; Str 10, Dex 14, Con 14, Int 
  17, Wis 8, Cha 9; 
   
  Skills and Feats: Concentration +8, Knowledge 
  (arcane) +11, Knowledge (nature) +7, Knowledge (local 
  – iuz) +7, Profession (gambler) +3, Profession 
  (mercenary) +0, Ride +7, Spellcraft +12; Alertness 
  (when Gnollbane is within 5’, not included in Stat 
  block), Combat Casting, Scribe Scroll, Skill Focus: 
  Spellcraft, Spell Focus (Abjuration). 
   
  Spells Prepared:  (4+1/3+1; DC = 13+Spell Level, 
  14+Spell level for Abjuration. * is the specialist spell 
  per level).  O lvl – create water, detect magic (3), detect 
  magic*; 1
  st lvl – detect chaos, jump, spiderclimb, true 
  strike*. 
   
  Possessions: scroll of mage armor, masterwork sap, 
  sap (2), dagger (2), red and blue robes with symbol of 
  the Pax Mercuri – Arts, longsword. 
   
  Languages:  Baklunish, Common, Flan, Oerdian. 
  Gnollbane; Familiar – Hawk; tiny magical beast;  HD 
  3HD; hp 9; Init +3; Spd 10 ft, 60 ft fly (average); AC 18 
  (+2 size, +3 natural, +3 dexterity) touch 15, flat-footed 
  15; Base Atk +2; Grp -8; Atk +7 (1d4-2 talons); Full Atk 
  +7 melee (1d4-2, talons); Space/Reach: 2 ½ ft / 0 ft; SQ; 
  low-light vision,  improved evasion, share spells, 
  empathic link; SV Fort +2, Ref +5, Will +5; Str 6, Dex 
  17, Con 10, Int 6, Wis 14, Cha 6; 
   
  Skills and Feats: Concentration +6, Knowledge 
  (arcane) +6, Knowledge (nature) +2, Knowledge (local 
  – iuz) +2, Listen +2, Profession (gambler) +6, Profession 
  (mercenary) +3, Ride +8, Spellcraft +4, Spot +14; 
  Weapon Finesse. 
  Lofar: Female dwarf Pal2/War1; Medium Humanoid; 
  CR 2; HD 2d10+6+1d8+3; hp 29; Init +1; Spd 20 ft; AC 
  21 (+8 full plate, +1 dex, +2 heavy steel shield) touch 11, 
  flat-footed 20; Base Atk +3; Grp +6; Atk +7 melee 
  (1d10+3, masterwork dwarven axe) or Atk +2 ranged 
  (1d8+3, composite (+3 str) longbow); Full Atk +7 melee 
  (1d10+3, masterwork dwarven axe) or Atk +2 ranged 
  (1d8+3, composite (+3 str) longbow); SA smite evil 
  1/day; SQ Dwarf traits, detect evil, aura of good, lay on 
  hands, divine grace; AL LG; SV Fort +9, Ref +2, Will +1; 
  Str 16, Dex 12, Con 16, Int 8, Wis 10, Cha 12; 
   
  Skills and Feats: Ride +7; Mounted Combat, Ride-
  By Attack. 
   
  Possessions: Full plate, heavy steel shield, 
  masterwork dwarven axe, cold iron dwarven axe, saps 
  (4), daggers (4), composite (+3 str) longbow,  cool green 
  robes. 
   
  Languages:  Common, Dwarf. 
  Single: 
  Male 
  Half-Orc 
  Bbn1/Scout1; 
  Medium 
  Humanoid; CR 2; HD 1d12+1d8+4; hp 23; Init +2; Spd 
  40 ft; AC 16 (+4 mithral chain shirt, +2 dexterity) touch 
  12, flat-footed 14; Base Atk +1; Grp +5; Atk +6 (1d10+6 
  masterwork heavy flail); Full Atk +6 melee (1d10+6 
  masterwork heavy flail); Space/Reach: 5 ft / 5 ft; SQ; 
  orc traits, darkvision 60’, fast movement, skirmish 
  +1d6, trapfinding; AL LN; SV Fort +4, Ref +4, Will +2; 
  Str 18, Dex 14, Con 14, Int 6, Wis 14, Cha 6; 
  Skills and Feats: Climb +11, Spot +6, Survival 
  +7; Dodge. 
  Ex-Barbarian:  Single is an ex-barbarian as a 
  result of his shift to a Lawful alignment.  He loses rage 
  as an ability. 
   
  Skirmish (Ex): A scout relies on mobility to 
  deal extra damage and improve her defense.  She deals 
  an extra 1d6 points of damage on all attacks she makes 
  during any round in which she moves at least 10 feet.  
  The extra damage applies only to attacks taken during 
  the scout’s turn. This extra damage applies only to 
  attacks taken during the scout’s turn. This extra 
  damage increases by 1d6 for every four levels gained 
  above 1
  st (2d6 at 5
  th, 3d6 at 9
  th, 4d6 at 13th and 5d6 at 17
  th 
  level). 
   
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  
  Ket6-02 Rules of Engagement 
   
  Page 29 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits.are 
  not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot.  Scouts 
  can apply this extra damage to ranged attacks made 
  while skirmishing, but only if the target is within 30 
  feet. 
   
  At 3
  rd level, a scouts gains a +1 competence 
  bonus to Armor Class during any round in which she 
  moves at least 10 feet. The bonus applies as soon as the 
  scout has moved 10 feet, and last until the start of her 
  next turn.  This bonus improves by 1 for every four 
  levels gained above 3
  rd (+2 at 7
  th, +3 at 11
  th, +4 at 15
  th, and 
  +5 at 19
  th level). 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load.  If she gains the skirmish ability from 
  another class, the bonuses stack. 
   
  Possessions: climber’s kit (wearing), mithral 
  chain shirt, masterwork sap, sap (2), dagger (2), dark 
  blue robes, masterwork heavy flail. 
   
  Languages:  Common, Orcish  
   
  
  Ket6-02 Rules of Engagement 
   
  Page 30 
  APL 4 
  Introduction  
   
   
   
  Antoine The Black Cat: Male Oeridian Rog5/War1; 
  Medium Humanoid; CR 5; HD 1d8+5d6+12; hp 39; 
  Init +7; Spd 30 ft; AC 14 (+3 dex, +1 bracers of armor) 
  touch 13, flat-footed 11; Base Atk +4; Grp +5; Atk +8 
  (1d6+1 masterwork sap); Full Atk +8 melee (1d6+1, 
  masterwork sap); SA Sneak attack +3d6; SQ evasion, 
  uncanny dodge, trap sense +1; AL CN; SV Fort +5, Ref 
  +7, Will +0; Str 12, Dex 16, Con 14, Int 14, Wis 8, Cha 
  12; 
   
  Skills and Feats: Balance +11, Bluff +9, Climb +10, 
  Gather Information +9, Jump +11, Knowledge (Local – 
  VTF) +10, Knowledge (Local – Sheldomar Valley) +10, 
  Profession (Juggler – Circus Performer) +2, Ride +12, 
  Sleight of Hand +11, Tumble +11, Use Magic Device 
  +9; Dodge, Improved Initiative, Quickdraw, Weapon 
  Finesse. 
   
  Possessions: masterwork sap, sap (2), dagger (2), 
  desert robes, +1 bracers of armor. 
   
  Languages:  Baklunish, Common, Oerdian 
  Encounter Four 
   
   
   
   
  Vilar: Male Baklunish Rog2/Wiz2/War1; Medium 
  Humanoid; CR 4; HD 2d6+1d8+2d4+10; hp 31; Init +7; 
  Spd 30 ft; AC 17 (+4 mage armor, +3 dex) touch 13, flat-
  footed 14; Base Atk +3; Grp +3; Atk +4 (1d6 masterwork 
  sap); Full Atk +4 melee (1d6, masterwork sap); SA 
  Sneak 
  attack 
  +1d6; 
  SQ; 
   
  Diviner 
  (banned 
  enchantment), familiar, trapfinding, evasion AL N; SV 
  Fort +4, Ref +6, Will +4; Str 10, Dex 16, Con 14, Int 17, 
  Wis 8, Cha 8; 
   
  Skills and Feats: Balance +11, Climb +8, Disable 
  Device +12, Escape Artist +8, Intimidate +0, Jump +5, 
  Knowledge (arcane) +5, Knowledge (Local – VTF) +7, 
  Knowledge (Local – Core) +8, Open Lock +12, Ride +8, 
  Search +11, Sleight of Hand +7, Spellcraft +13, Tumble 
  +9; Alertness (when Spot is within 5’, not included in 
  Stat block) Combat Casting, Improved Initiative, Iron 
  Will, Scribe Scroll. 
   
  Spells Prepared:  (4+1/3+1; DC = 13+Spell Level. * 
  is the specialist spell per level).  O lvl – create water, 
  detect magic (4); 1
  st lvl – jump, spiderclimb (2), true 
  strike*. 
   
  Possessions: scroll of spiderclimb, masterwork sap, 
  sap (2), dagger (2), black robes, masterwork thieves 
  tools, pearl of power (1
  st level), cold iron scimitar. 
   
  Languages:  Baklunish, Common, Dwarven, 
  Halfling. 
  Spot; Familiar – Owl; tiny magical beast;  HD 5HD; hp 
  15; Init +3; Spd 10 ft, 40 ft fly (average); AC 18 (+2 size, 
  +3 natural, +3 dex) touch 15, flat-footed 15; Base Atk +3; 
  Grp -8; Atk +8 (1d4-3 talons); Full Atk +8 melee (1d4-3, 
  talons); Space/Reach: 2 ½ ft / 0 ft; SQ; low-light vision, 
   improved evasion, share spells, empathic link; SV Fort 
  +2, Ref +6, Will +5; Str 4, Dex 17, Con 10, Int 6, Wis 14, 
  Cha 4; 
   
  Skills and Feats: Balance +11, Climb +5, Disable 
  Device +5, Escape Artist +8, Intimidate -2, Jump +2, 
  Knowledge (arcane) +0, Knowledge (Local – VTF) +2, 
  Knowledge (Local – Core) +3, Listen +14, Move 
  Silently +17, Open Lock +10, Ride +8, Search +6, 
  Sleight of Hand +7, Spellcraft +8, Spot +6 (+14 in areas 
  of shadowy illumination), Tumble +9; Weapon Finesse. 
  Soriya: Female halfling Rgr1/Swashbuckler3/War1; 
  Small Humanoid; CR 4; HD 3d10+6+2d8+4; hp 42; Init 
  +4; Spd 20 ft; AC 20 (+1 size, +5 for +1 mithral chain 
  shirt, +4 dex) touch 15, flat-footed 16; Base Atk +5; Grp 
  +1; Atk +11 (1d4, masterwork sap); Full Atk +11 melee 
  (1d4, masterwork sap); SQ Halfling traits, favored 
  enemy (humans), wild empathy, trap-finding, grace, 
  insightful strike; AL LN; SV Fort +10, Ref +9, Will +2; 
  Str 10, Dex 19, Con 14, Int 14, Wis 10, Cha 8; 
   
  Skills and Feats: Balance +10, Climb +10, Jump +0, 
  Hide +13, Listen +2, Move Silently +11, Tumble +10; 
  Darkstalker*, Dodge, Tracking, Weapon Finesse. 
   
  Possessions: scroll of spiderclimb, +1 mithral 
  chain shirt, masterwork sap, sap (2), dagger (2), black 
  robes, short sword. 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains a +1 
  competence bonus on Reflex saves at 2
  nd level.  This 
  bonus increased to +2 at 11
  th level and to +3 at 20
  th level. 
   A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3
  rd 
  level, 
  a 
  swashbuckler becomes able to place her finesse attacks 
  where they deal greater damage. She applies her 
  Intelligence bonus (if any) as a bonus on damage rolls 
  (in addition to any Strength bonus she may have) with 
  any light weapon, as well as any other weapon that can 
  be used with Weapon Finesse, such as a rapier, whip or 
  spiked chain.  Targets immune to sneak attacks or 
  critical hits are immune to the swashbuckler’s 
  
  Ket6-02 Rules of Engagement 
   
  Page 31 
  insightful strike.  A swashbuckler cannot use this 
  ability when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Languages:  Common, Halfling. 
  * see Appendix Two: New Rules Items 
  Glare: Male Half-Orc Clr4/War1; Medium Humanoid; 
  CR 4; HD 5d8+5; hp 33; Init +3; Spd 40 ft (with 
  longstrider); AC 18 (+5 for +1 mithral chain shirt, +3 
  dex) touch 13, flat-footed 15; Base Atk +4; Grp +7; Atk 
  +9 (2d6+4 masterwork greatsword); Full Atk +9 melee 
  (2d6+4, masterwork greatsword); SQ turn undead, 
  darkvision 60’; AL N; SV Fort +8, Ref +5, Will +7; Str 
  16, Dex 16, Con 12, Int 8, Wis 15, Cha 6. 
   
  Skills and Feats: Climb +4, Knowledge (religion) 
  +5; 
  Combat 
  Reflexes, 
  Dodge, 
  Weapon 
  Focus: 
  Greatsword. 
   
  Spells Prepared:  (5/4+1/3+1; DC = 13+Spell Level. 
  * is the domain spell).  O lvl – create water (2), detect 
  magic, guidance (2); 1
  st lvl – divine favor, obscuring 
  mist (2), shield of faith, longstrider*; 2
  nd lvl – bull’s 
  strength, silence, spiritual weapon*. 
   
  Domains (Kelanen):  War:  Weapon Focus and 
  Martial Weapons skill in one martial weapon that is 
  the weapon of the deity (in this case, Great Sword); 
  Travel;  May ignore restrictions on movement caused 
  by magical effects for up to 1/round per level. 
   
  Possessions: scroll of spiderclimb, +1 vest of 
  resistance, +1 mithral chain shirt, masterwork sap, sap 
  (2), dagger (2), black robes, masterwork  greatsword. 
   
  Languages:  Common, Orcish. 
  Defenders (Balance Trust) 
  Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary Guild): Female Flan; Wiz4/War1 Medium 
  Humanoid; CR 4; HD 4d4+1d8+10; hp 28; Init +2; Spd 
  30 ft; AC 16 (+4 mage armor, +2 dex) touch 12, flat-
  footed 14; Base Atk +3; Grp +3; Atk +4 (1d6, 
  masterwork sap); Full Atk +4 melee (1d6, masterwork 
  sap); SQ  Diviner (banned necromancy), familiar; AL N; 
  SV Fort +5, Ref +3, Will +3; Str 10, Dex 14, Con 14, Int 
  18, Wis 8, Cha 9; 
   
  Skills and Feats: Concentration +10, Knowledge 
  (arcane) +14, Knowledge (nature) +10, Knowledge 
  (local – iuz) +10, Profession (gambler) +5, Profession 
  (mercenary) +2, Ride +7, Spellcraft +14; Alertness 
  (when Gnollbane is within 5’, not included in Stat 
  block), Combat Casting, Scribe Scroll, Skill Focus: 
  Spellcraft, Spell Focus (Abjuration). 
   
  Spells Prepared:  (4+1/4+1/3+1; DC = 14+Spell 
  Level, DC = 15+Spell level for Abjuration. * is the 
  specialist spell per level).  O lvl – create water, detect 
  magic (3), detect magic*; 1
  st lvl – alarm (2), detect law, 
  jump, true strike*; 2
  nd lvl –locate object*, see 
  invisibility, spiderclimb, tasha’s hideous laughter. 
   
  Possessions: scroll of mage armor, ring of 
  counterspells (glitterdust), masterwork sap, sap (2), 
  dagger (2), red and blue robes with symbol of the Pax 
  Mercuri – Arts, longsword. 
   
  Languages:  Baklunish, Common, Flan, Oerdian. 
  Gnollbane; Familiar – Hawk; tiny magical beast;  HD 
  5HD; hp 14; Init +3; Spd 10 ft, 60 ft fly (average); AC 19 
  (+2 size, +4 natural, +3 dex) touch 15, flat-footed 16; 
  Base Atk +3; Grp -7; Atk +8 (1d4-2 talons); Full Atk +8 
  melee (1d4-2, talons); Space/Reach 2 ½ ft/0 ft; SQ low-
  light vision,  improved evasion, share spells, empathic 
  link, deliver touch spells; SV Fort +3, Ref +6, Will +6; 
  Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6; 
   
  Skills and Feats: Concentration +8, Knowledge 
  (arcane) +8, Knowledge (nature) +4, Knowledge (local 
  – iuz) +4, Listen +2, Profession (gambler) +8, Profession 
  (mercenary) +5, Ride +8, Spellcraft +6, Spot +14; 
  Weapon Finesse. 
  Lofar: Female dwarf Pal4/War1; Medium Humanoid; 
  CR 4; HD 4d10+12+1d8+3; hp 47; Init +1; Spd 20 ft; AC 
  22 (+9 for +1 full plate, +1 dex, +2 heavy steel shield) 
  touch 11, flat-footed 21; Base Atk +5; Grp +8; Atk +9 
  melee (1d10+3, masterwork dwarven axe) or Atk +6 
  ranged (1d8+3, composite (+3 str) longbow); Full Atk 
  +9 melee (1d10+3, masterwork dwarven axe) or Atk +6 
  ranged (1d8+3, composite (+3 str) longbow); SA smite 
  evil 1/day; SQ Dwarf traits, detect evil, aura of good, lay 
  on hands, divine grace, aura of courage, divine health, 
  turn undead; AL LG; SV Fort +10, Ref +3, Will +2; Str 
  16, Dex 12, Con 16, Int 8, Wis 10, Cha 13; 
   
  Skills and Feats: Ride +9; Mounted Combat, Ride-
  By Attack. 
   
  Possessions: +1 full plate, heavy steel shield, 
  masterwork dwarven axe, cold iron dwarven axe, saps 
  (4), daggers (4), composite (+3 str) longbow,  cool green 
  robes. 
   
  Languages:  Common, Dwarf. 
  Single: 
  Male 
  Half-Orc 
  Bbn1/Scout3; 
  Medium 
  Humanoid; CR 4; HD 1d12+3d8+8; hp 37; Init +3; Spd 
  50 ft; AC 17 (+5 for +1 mithral chain shirt, +2 dexterity) 
  touch 12, flat-footed 15; Base Atk +3; Grp +7; Atk +8 
  (1d10+6 masterwork heavy flail); Full Atk +8 melee 
  (1d10+6 masterwork heavy flail); SQ orc traits, 
  
  Ket6-02 Rules of Engagement 
   
  Page 32 
  darkvision 60’, fast movement, skirmish (+1d6, +1 AC), 
  trapfinding, battle fortitude +1, uncanny dodge, 
  trackless step, fast movement +10 ft, ; AL LN; SV Fort 
  +6, Ref +5, Will +3; Str 19, Dex 14, Con 14, Int 6, Wis 
  14, Cha 6; 
  Skills and Feats: Climb +13, Listen +9, Spot 
  +9, Survival +7; Dodge, Mobility. 
   
  Skirmish (Ex): A scout relies on mobility to 
  deal extra damage and improve her defense.  She deals 
  an extra 1d6 points of damage on all attacks she makes 
  during any round in which she moves at least 10 feet.  
  The extra damage applies only to attacks taken during 
  the scout’s turn. This extra damage applies only to 
  attacks taken during the scout’s turn. This extra 
  damage increases by 1d6 for every four levels gained 
  above 1
  st (2d6 at 5
  th, 3d6 at 9
  th, 4d6 at 13th and 5d6 at 17
  th 
  level). 
   
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits.are 
  not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot.  Scouts 
  can apply this extra damage to ranged attacks made 
  while skirmishing, but only if the target is within 30 
  feet. 
   
  At 3
  rd level, a scouts gains a +1 competence 
  bonus to Armor Class during any round in which she 
  moves at least 10 feet. The bonus applies as soon as the 
  scout has moved 10 feet, and last until the start of her 
  next turn.  This bonus improves by 1 for every four 
  levels gained above 3
  rd (+2 at 7
  th, +3 at 11
  th, +4 at 15
  th, and 
  +5 at 19
  th level). 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load.  If she gains the skirmish ability from 
  another class, the bonuses stack. 
   
  Battle Fortitude (Ex): At 2
  nd level, a scout 
  gains a +1 competence bonus on Fortitude saves and 
  initiative checks.  This bonus increased to +2 at 11th 
  level and +3 at 20
  th level.  A scout loses this ability when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load.  
   
  Ex-Barbarian:  Single is an ex-barbarian as a 
  result of his shift to a Lawful alignment.  He loses rage 
  as an ability. 
   
  Possessions: climber’s kit (wearing), +1 
  mithral chain shirt, masterwork sap, sap (2), dagger (2), 
  dark blue robes, masterwork heavy flail. 
   
  Languages:  Common, Orcish.  
  
  Ket6-02 Rules of Engagement 
   
  Page 33 
  APL 6 
  Introduction 
   
   
   
   
  Antoine The Black Cat: Male Oeridian Rog7/War1; 
  Medium Humanoid; CR 7; HD 1d8+7d6+16; hp 51; 
  Init +8; Spd 30 ft; AC 15 (+4 dex, +1 bracers of armor) 
  touch 14, flat-footed 11; Base Atk +6; Grp +7; Atk +11 
  (1d6+1 masterwork sap); Full Atk +11/+6 melee (1d6+1, 
  masterwork sap); SA Sneak attack +4d6; SQ evasion, 
  uncanny dodge, trap sense +2; AL CN; SV Fort +6, Ref 
  +8, Will +1; Str 12, Dex 19, Con 14, Int 14, Wis 8, Cha 
  12; 
   
  Skills and Feats: Balance +13, Bluff +11, Climb +12, 
  Gather Information +11, Jump +13, Knowledge (Local 
  – VTF) +12, Knowledge (Local – Sheldomar Valley) 
  +12, Profession (Juggler – Circus Performer) +2, Ride 
  +15, Sleight of Hand +14, Tumble +14, Use Magic 
  Device +11; Dodge, Improved Initiative, Quickdraw, 
  Weapon Finesse. 
   
  Possessions: masterwork sap, sap (2), dagger (2), 
  desert robes, +1 bracers of armor, +2 gloves of dexterity. 
   
  Languages:  Baklunish, Common, Oerdian 
  Encounter Four 
   
   
   
   
  Vilar: Male Baklunish Rog3/Wiz3/War1; Medium 
  Humanoid; CR 6; HD 3d6+1d8+3d4+14; hp 42; Init +7; 
  Spd 30 ft; AC 18 (+4 mage armor, +3 dex, +1 ring of 
  protection) touch 14, flat-footed 15; Base Atk +4; Grp 
  +4; Atk +5 (1d6 masterwork sap); Full Atk +5 melee 
  (1d6, masterwork sap); SA Sneak attack +2d6; SQ;  
  Diviner (banned enchantment), familiar, trapfinding, 
  evasion AL LN; SV Fort +6, Ref +7, Will +5; Str 10, Dex 
  16, Con 14, Int 17, Wis 8, Cha 8; 
   
  Skills and Feats: Balance +11, Climb +12, 
  Concentration +6, Disable Device +15, Escape Artist +8, 
  Intimidate +0, Jump +5, Knowledge (arcane) +5, 
  Knowledge (Local – VTF) +7, Knowledge (Local – 
  Core) +8, Open Lock +15, Ride +8, Search +13, Sleight 
  of Hand +7, Spellcraft +15, Tumble +9; Alertness (when 
  Spot is within 5’, not included in Stat block) Combat 
  Casting, Improved Initiative, Iron Will, Scribe Scroll. 
   
  Spells Prepared:  (4+1/3+1/2+1; DC = 13+Spell 
  Level. * is the specialist spell per level).  O lvl – create 
  water, detect magic (4), open/close; 1
  st lvl – jump, 
  expeditious retreat (2), true strike*; 2
  nd lvl – cat’s grace, 
  invisibility, see invisibility*. 
   
  Possessions: scroll of spiderclimb, ring of 
  protection +1, masterwork sap, sap (2), dagger (2), black 
  robes, masterwork thieves tools, pearl of power (1
  st 
  level), cold iron scimitar. 
   
  Languages:  Baklunish, Common, Dwarven, 
  Halfling. 
  Spot; Familiar – Owl; tiny magical beast;  HD 7HD; hp 
  21; Init +3; Spd 10 ft, 40 ft fly (average); AC 19 (+2 size, 
  +4 natural, +3 dex) touch 15, flat-footed 16; Base Atk +4; 
  Grp -7; Atk +9 (1d4-3 talons); Full Atk +9 melee (1d4-3, 
  talons); Space/Reach 2 ½ ft / 0 ft; SQ low-light vision,  
  improved evasion, share spells, empathic link, deliver 
  touch spells; SV Fort +4, Ref +7, Will +6; Str 4, Dex 17, 
  Con 10, Int 7, Wis 14, Cha 4; 
   
  Skills and Feats: Balance +11, Climb +9, 
  Concentration +4, Disable Device +8, Escape Artist +8, 
  Intimidate -2, Jump +2, Knowledge (arcane) +0, 
  Knowledge (Local – VTF) +2, Knowledge (Local – 
  Core) +3, Listen +14, Move Silently +17, Open Lock 
  +13, Ride +8, Search +8, Sleight of Hand +7, Spellcraft 
  +10, Spot +6 (+14 in areas of shadowy illumination), 
  Tumble +9; Weapon Finesse. 
  Soriya: Female halfling Rgr3/Swashbuckler3/War1; 
  Small Humanoid; CR 6; HD 3d10+6+4d8+8; hp 56; Init 
  +4; Spd 20 ft; AC 21 (+1 size, +6 for +2 mithral chain 
  shirt, +4 dex) touch 15, flat-footed 17; Base Atk +7; Grp 
  +3; Atk +13 (1d6+1, +1 spiked chain); Full Atk +13/+8 
  melee (1d6+1, +1 spiked chain); SQ Halfling traits, 
  favored enemy (humans), wild empathy, trap-finding,  
  grace, insightful strike; AL LN; SV Fort +11, Ref +10, 
  Will +3; Str 10, Dex 19, Con 14, Int 14, Wis 10, Cha 8; 
   
  Skills and Feats: Balance +10, Climb +12, Jump +2, 
  Hide +18, Listen +5, Move Silently +15, Tumble +14; 
  Darkstalker*, Dodge, Endurance, Exotic Weapon – 
  spiked chain, Rapid Shot, Tracking, Weapon Finesse. 
   
  Possessions: scroll of spiderclimb, +2 mithral 
  chain shirt, masterwork sap, sap (2), dagger (6), black 
  robes, +1 spiked chain. 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains a +1 
  competence bonus on Reflex saves at 2
  nd level.  This 
  bonus increased to +2 at 11
  th level and to +3 at 20
  th level. 
   A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3
  rd 
  level, 
  a 
  swashbuckler becomes able to place her finesse attacks 
  where they deal greater damage. She applies her 
  Intelligence bonus (if any) as a bonus on damage rolls 
  (in addition to any Strength bonus she may have) with 
  
  Ket6-02 Rules of Engagement 
   
  Page 34 
  any light weapon, as well as any other weapon that can 
  be used with Weapon Finesse, such as a rapier, whip or 
  spiked chain.  Targets immune to sneak attacks or 
  critical hits are immune to the swashbuckler’s 
  insightful strike.  A swashbuckler cannot use this 
  ability when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Languages:  Common, Halfling. 
  * see Appendix Two: New Rules Items 
  Glare: Male Half-Orc Clr6/War1; Medium Humanoid; 
  CR 6; HD 7d8+7; hp 45; Init +3; Spd 40 ft (with 
  longstrider); AC 18 (+5 for +1 mithral chain shirt, +3 
  dex) touch 13, flat-footed 15; Base Atk +5; Grp +8; Atk 
  +10 (2d6+5 +1 greatsword); Full Atk +10 melee (2d6+5, 
  +1 greatsword); SQ turn undead, darkvision 60’; AL N; 
  SV Fort +9, Ref +6, Will +8; Str 16, Dex 16, Con 12, Int 
  8, Wis 15, Cha 6. 
   
  Skills and Feats: Climb +4, Knowledge (religion) 
  +9; Combat Reflexes, Dodge, Mobility, Weapon Focus: 
  Greatsword. 
   
  Spells Prepared:  (5/4+1/4+1/2+1; DC = 12+Spell 
  Level. * is the domain spell).  O lvl – create water (2), 
  detect magic, guidance (2); 1
  st lvl – divine favor, 
  obscuring mist (2), shield of faith, longstrider*; 2
  nd lvl – 
  bull’s strength, silence(2), spiritual weapon*; 3
  rd lvl – 
  blindness/deafness, dispel magic, fly* 
   
  Domains (Kelanen):  War:  Weapon Focus and 
  Martial Weapons skill in one martial weapon that is 
  the weapon of the deity (in this case, Great Sword); 
  Travel;  May ignore restrictions on movement caused 
  by magical effects for up to 1/round per level. 
   
  Possessions: scroll of spiderclimb, +1 vest of 
  resistance, +1 mithral chain shirt, masterwork sap, sap 
  (2), dagger (2), black robes, +1 greatsword. 
   
  Languages:  Common, Orcish. 
  Defenders (Balance Trust) 
  Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary Guild): Female Flan; Wiz6/War1 Medium 
  Humanoid; CR 6; HD 6d4+1d8+14; hp 38; Init +2; Spd 
  30 ft; AC 16 (+4 mage armor, +2 dex) touch 12, flat-
  footed 14; Base Atk +4; Grp +4; Atk +5 (1d6, 
  masterwork sap); Full Atk +5 melee (1d6, masterwork 
  sap); SQ  Diviner (banned necromancy), familiar; AL N; 
  SV Fort +7, Ref +5, Will +5; Str 10, Dex 14, Con 14, Int 
  18, Wis 8, Cha 9; 
   
  Skills and Feats: Concentration +12, Knowledge 
  (arcane) +16, Knowledge (nature) +14, Knowledge 
  (local – iuz) +14, Profession (gambler) +7, Profession 
  (mercenary) +4, Ride +7, Spellcraft +17; Alertness 
  (when Gnollbane is within 5’, not included in Stat 
  block), 
  Combat 
  Casting, 
  Greater 
  Spell 
  Focus 
  (Abjuration), Scribe Scroll, Silent Spell, Skill Focus: 
  Spellcraft, Spell Focus (Abjuration). 
   
  Spells Prepared:  (4+1/4+1/4+1/3+1; DC = 14+Spell 
  Level, 16+Spell Level for Abjuration. * is the specialist 
  spell per level).  O lvl – create water, detect magic (3), 
  detect magic*; 1
  st lvl – alarm (2), detect law, jump, true 
  strike*; 2
  nd lvl – locate object*, see invisibility, 
  spiderclimb, tasha’s hideous laughter(2); 3
  rd lvl – arcane 
  sight*, clairaudience / clairvoyance, displacement, 
  nondetection. 
   
  Possessions: scroll of mage armor, ring of 
  counterspells (glitterdust), vest of resistance +1, 
  masterwork sap, sap (2), dagger (2), red and blue robes 
  with symbol of the Pax Mercuri – Arts, longsword. 
   
  Languages:  Baklunish, Common, Flan, Oerdian. 
  Gnollbane; Familiar – Hawk; tiny magical beast;  HD 
  7HD; hp 19; Init +3; Spd 10 ft, 60 ft fly (average); AC 20 
  (+2 size, +5 natural, +3 dexterity) touch 15, flat-footed 
  17; Base Atk +4; Grp -6; Atk +9 (1d4-2 talons); Full Atk 
  +9 melee (1d4-2, talons); Space/Reach 2 ½ ft/0 ft; SQ 
  low-light vision,  improved evasion, share spells, 
  empathic link, deliver touch spells; SV Fort +4, Ref +7, 
  Will +7; Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 6; 
   
  Skills and Feats: Concentration +10, Knowledge 
  (arcane) +11, Knowledge (nature) +7, Knowledge (local 
  – iuz) +7, Listen +2, Profession (gambler) +10, 
  Profession (mercenary) +7, Ride +8, Spellcraft +9, Spot 
  +14; Weapon Finesse. 
  Lofar: Female dwarf Pal6/War1; Medium Humanoid; 
  CR 6; HD 6d10+18+1d8+3; hp 65; Init +1; Spd 20 ft; AC 
  23 (+9 for +1 full plate, +1 dex, +3 for +1 heavy steel 
  shield) touch 11, flat-footed 22; Base Atk +7; Grp +10; 
  Atk +11 melee (1d10+3, masterwork dwarven axe) or 
  Atk +8 ranged (1d8+3, composite (+3 str) longbow); 
  Full Atk +11/+6 melee (1d10+3, masterwork dwarven 
  axe) or Atk +8/+3 ranged (1d8+3, composite (+3 str) 
  longbow); SA smite evil 2/day; SQ; Dwarf traits, detect 
  evil, aura of good, lay on hands, divine grace, aura of 
  courage, divine health, turn undead, special mount, 
  remove disease 1/week; AL LG; SV Fort +12, Ref +5, 
  Will +4; Str 16, Dex 12, Con 16, Int 8, Wis 10, Cha 13; 
   
  Skills and Feats: Ride +11; Mounted Combat, Ride-
  By Attack, Spirited Charge. 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 
  vest of resistance, masterwork dwarven axe, cold iron 
  
  Ket6-02 Rules of Engagement 
   
  Page 35 
  dwarven axe, saps (4), daggers (4), composite (+3 str) 
  longbow,  cool green robes. 
   
  Languages:  Common, Dwarf. 
  Single: 
  Male 
  Half-Orc 
  Bbn1/Scout5; 
  Medium 
  Humanoid; CR 6; HD 1d12+5d8+12; hp 51; Init +3; Spd 
  50 ft; AC 18 (+6 for +2 mithral chain shirt, +2 dex) 
  touch 12, flat-footed 16; Base Atk +4; Grp +8; Atk +9 
  (1d10+6 masterwork heavy flail); Full Atk +9 melee 
  (1d10+6 masterwork heavy flail); SQ orc traits, 
  darkvision 60’, fast movement, skirmish (+2d6, +1 AC), 
  trapfinding, battle fortitude +1, uncanny dodge, 
  trackless step, fast movement _+10 ft, evasion; AL LN; 
  SV Fort +7, Ref +6, Will +4; Str 19, Dex 14, Con 14, Int 
  6, Wis 14, Cha 6; 
  Skills and Feats: Climb +15, Hide +6, Listen 
  +11, Spot +11, Survival +9; Blind-Fighting, Dodge, 
  Mobility, Spring Attack. 
   
  Skirmish (Ex): A scout relies on mobility to 
  deal extra damage and improve her defense.  She deals 
  an extra 1d6 points of damage on all attacks she makes 
  during any round in which she moves at least 10 feet.  
  The extra damage applies only to attacks taken during 
  the scout’s turn. This extra damage applies only to 
  attacks taken during the scout’s turn. This extra 
  damage increases by 1d6 for every four levels gained 
  above 1
  st (2d6 at 5
  th, 3d6 at 9
  th, 4d6 at 13th and 5d6 at 17
  th 
  level). 
   
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits.are 
  not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot.  Scouts 
  can apply this extra damage to ranged attacks made 
  while skirmishing, but only if the target is within 30 
  feet. 
   
  At 3
  rd level, a scouts gains a +1 competence 
  bonus to Armor Class during any round in which she 
  moves at least 10 feet. The bonus applies as soon as the 
  scout has moved 10 feet, and last until the start of her 
  next turn.  This bonus improves by 1 for every four 
  levels gained above 3
  rd (+2 at 7
  th, +3 at 11
  th, +4 at 15
  th, and 
  +5 at 19
  th level). 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load.  If she gains the skirmish ability from 
  another class, the bonuses stack. 
   
  Battle Fortitude (Ex): At 2
  nd level, a scout 
  gains a +1 competence bonus on Fortitude saves and 
  initiative checks.  This bonus increased to +2 at 11th 
  level and +3 at 20
  th level.  A scout loses this ability when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load.  
   
  Ex-Barbarian:  Single is an ex-barbarian as a 
  result of his shift to a Lawful alignment.  He loses rage 
  as an ability. 
   
  Possessions: climber’s kit (wearing), +2 
  mithral chain shirt, masterwork sap, sap (2), dagger (2), 
  dark blue robes, masterwork heavy flail. 
   
  Languages:  Common, Orcish. 
  
  Ket6-02 Rules of Engagement 
   
  Page 36 
  APL 8 
  Introduction 
   
   
   
   
  Antoine The Black Cat: Male Oeridian Rog9/War1; 
  Medium Humanoid; CR 9; HD 1d8+9d6+30; hp 73; 
  Init +8; Spd 30 ft; AC 17 (+4 dex, +1 ring of protection, 
  +2 bracers of armor) touch 15, flat-footed 13; Base Atk 
  +7; Grp +8; Atk +12 (1d6+2 +1 sap); Full Atk +12/+7 
  melee (1d6+2, +1 sap); SA Sneak attack +5d6; SQ 
  evasion, improved uncanny dodge, trap sense +2; AL 
  CN; SV Fort +8, Ref +9, Will +2; Str 12, Dex 19, Con 16, 
  Int 14, Wis 8, Cha 12; 
   
  Skills and Feats: Balance +15, Bluff +13, Climb +14, 
  Gather Information +13, Jump +15, Knowledge (Local 
  – VTF) +14, Knowledge (Local – Sheldomar Valley) 
  +14, Profession (Juggler – Circus Performer) +2, Ride 
  +17, Sleight of Hand +16, Tumble +16, Use Magic 
  Device +13; Dodge, Flick of the Wrist*, Improved 
  Initiative, Quickdraw, Weapon Finesse. 
   
  Possessions: +1 sap, sap (2), dagger (2), desert 
  robes, +2 bracers of armor, +2 gloves of dexterity, +2 
  amulet of health, +1 ring of protection. 
   
  Languages:  Baklunish, Common, Oerdian 
  * see Appendix Two: New Rules Items 
  Encounter Four 
   
   
   
   
  Vilar: Male Baklunish Rog3/Wiz5/War1/; Medium 
  Humanoid; CR 8; HD 3d6+1d8+5d4+18; hp 52; Init +8; 
  Spd 30 ft; AC 19 (+4 mage armor, +4 dex, +1 ring of 
  protection) touch 15, flat-footed 15; Base Atk +5; Grp 
  +5; Atk +6 (1d6 masterwork sap); Full Atk +6 melee 
  (1d6, masterwork sap); SA Sneak attack +2d6; SQ;  
  Diviner (banned enchantment), familiar, trapfinding, 
  evasion AL N; SV Fort +7, Ref +10, Will +7; Str 10, Dex 
  18, Con 14, Int 18, Wis 8, Cha 8; 
   
  Skills and Feats: Balance +12, Climb +12, 
  Concentration +6, Decipher Script +11, Disable Device 
  +17, Escape Artist +10, Intimidate +0, Jump +5, 
  Knowledge (arcane) +6, Knowledge (Local – VTF) +8, 
  Knowledge (Local – Core) +9, Open Lock +17, Ride +9, 
  Search +14, Sleight of Hand +8, Spellcraft +16, Tumble 
  +10; Alertness (when Spot is within 5’, not included in 
  Stat block) Combat Casting, Combat Reflexes, 
  Improved Initiative, Iron Will, Scribe Scroll, Sudden 
  Silent*. 
   
  Spells Prepared:  (4+1/4+1/3+1/2+1; DC = 14+Spell 
  Level. * is the specialist spell per level).  O lvl – create 
  water, detect magic (3), open/close; 1
  st lvl – expeditious 
  retreat, grease, jump, true strike*; 2
  nd lvl – cat’s grace 
  (2), invisibility, see invisibility*; 3
  rd lvl – arcane sight*, 
  haste, slow. 
   
  Possessions: scroll of spiderclimb, +2 gloves of 
  dexterity, ring of protection +1, +1 vest of resistance, 
  masterwork sap, sap (2), dagger (2), black robes, 
  masterwork thieves tools, pearl of power (1
  st level), cold 
  iron scimitar. 
   
  Languages:  Baklunish, Common, Dwarven, 
  Halfling. 
  * see Appendix Two: New Rules Items 
  Spot; Familiar – Owl; tiny magical beast;  HD 9HD; hp 
  26; Init +3; Spd 10 ft, 40 ft fly (average); AC 20 (+2 size, 
  +5 natural, +3 dexterity) touch 15, flat-footed 17; Base 
  Atk +5; Grp -6; Atk +10 (1d4-3 talons); Full Atk +10 
  melee (1d4-3, talons); Space/Reach 2 ½ ft / 0 ft; SQ 
  low-light vision,  improved evasion, share spells, 
  empathic link, deliver touch spells; SV Fort +4, Ref +7, 
  Will +7; Str 4, Dex 17, Con 10, Int 8, Wis 14, Cha 4; 
   
  Skills and Feats: Balance +11, Climb +9, 
  Concentration +4, Decipher Script +6, Disable Device 
  +10, Escape Artist +9, Intimidate -2, Jump +2, 
  Knowledge (arcane) +1, Knowledge (Local – VTF) +3, 
  Knowledge (Local – Core) +4, Listen +14, Move 
  Silently +17, Open Lock +11, Ride +8, Search +9, 
  Sleight of Hand +7, Spellcraft +11, Spot +6 (+14 in areas 
  of shadowy illumination), Tumble +9; Weapon Finesse. 
  Soriya: Female halfling Rgr3/Swashbuckler3/Ftr2/ 
  War1; Small Humanoid; CR 8; HD 5d10+10+4d8+8; hp 
  72; Init +5; Spd 20 ft; AC 23 (+1 size, +1 ring of 
  protection, +6 for +2 mithral chain shirt, +5 dex) touch 
  17, flat-footed 19; Base Atk +9; Grp +5; Atk +16 (1d6+1, 
  +1 spiked chain); Full Atk +16/+11 melee (1d6+1, +1 
  spiked chain); SQ Halfling traits, favored enemy 
  (humans), wild empathy, trap-finding, grace, insightful 
  strike; AL LN; SV Fort +15, Ref +11, Will +4; Str 10, 
  Dex 20, Con 14, Int 14, Wis 10, Cha 8; 
   
  Skills and Feats: Balance +10, Climb +14, Jump +4, 
  Hide +20, Listen +5, Move Silently +15, Tumble +14; 
  Darkstalker*, Combat Reflexes, Dodge, Elusive Target*, 
  Endurance, Exotic Weapon – spiked chain, Mobility, 
  Rapid Shot, Tracking, Weapon Finesse. 
   
  Possessions: scroll of spiderclimb, +2 mithral 
  chain shirt, +1 ring of protection, +1 cloak of resistance, 
  masterwork sap, sap (2), dagger (6), black robes, +1 
  spiked chain. 
  
  Ket6-02 Rules of Engagement 
   
  Page 37 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains a +1 
  competence bonus on Reflex saves at 2
  nd level.  This 
  bonus increased to +2 at 11
  th level and to +3 at 20
  th level. 
   A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3
  rd 
  level, 
  a 
  swashbuckler becomes able to place her finesse attacks 
  where they deal greater damage. She applies her 
  Intelligence bonus (if any) as a bonus on damage rolls 
  (in addition to any Strength bonus she may have) with 
  any light weapon, as well as any other weapon that can 
  be used with Weapon Finesse, such as a rapier, whip or 
  spiked chain.  Targets immune to sneak attacks or 
  critical hits are immune to the swashbuckler’s 
  insightful strike.  A swashbuckler cannot use this 
  ability when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Languages:  Common, Halfling. 
  * see Appendix Two: New Rules Items 
  Glare: Male Half-Orc Clr6/War1/Scout2; Medium 
  Humanoid; CR 8; HD 9d8+9; hp 57; Init +3; Spd 40 ft 
  (with longstrider); AC 18 (+5 for +1 mithral chain shirt, 
  +3 dex) touch 13, flat-footed 15; Base Atk +6; Grp +9; 
  Atk +11 (2d6+5 +1 greatsword); Full Atk +11/+6 melee 
  (2d6+5, +1 greatsword); SQ turn undead, darkvision 
  60’, skirmish +1d6, trapfinding, battle fortitude +1; AL 
  N; SV Fort +11, Ref +10, Will +10; Str 16, Dex 16, Con 
  12, Int 8, Wis 16, Cha 6. 
   
  Skills and Feats: Climb +4, Hide +9, Knowledge 
  (religion) +9, Move Silently +9; Combat Reflexes, 
  Dodge, Elusive Target*, Mobility, Weapon Focus: 
  Greatsword. 
   
  Spells Prepared:  (5/4+1/4+1/3+1; DC = 13+Spell 
  Level. * is the domain spell).  O lvl – create water (2), 
  detect magic, guidance (2); 1
  st lvl – divine favor, 
  obscuring mist (2), shield of faith, longstrider*; 2
  nd lvl – 
  bull’s strength, silence(2), spiritual weapon*; 3
  rd lvl – 
  blindness/deafness, dispel magic (2), fly* 
   
  Domains (Kelanen):  War:  Weapon Focus and 
  Martial Weapons skill in one martial weapon that is 
  the weapon of the deity (in this case, Great Sword); 
  Travel;  May ignore restrictions on movement caused 
  by magical effects for up to 1/round per level. 
   
  Skirmish (Ex): A scout relies on mobility to 
  deal extra damage and improve her defense.  She deals 
  an extra 1d6 points of damage on all attacks she makes 
  during any round in which she moves at least 10 feet.  
  The extra damage applies only to attacks taken during 
  the scout’s turn. This extra damage applies only to 
  attacks taken during the scout’s turn. This extra 
  damage increases by 1d6 for every four levels gained 
  above 1
  st (2d6 at 5
  th, 3d6 at 9
  th, 4d6 at 13th and 5d6 at 17
  th 
  level). 
   
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits.are 
  not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot.  Scouts 
  can apply this extra damage to ranged attacks made 
  while skirmishing, but only if the target is within 30 
  feet. 
   
  At 3
  rd level, a scouts gains a +1 competence 
  bonus to Armor Class during any round in which she 
  moves at least 10 feet. The bonus applies as soon as the 
  scout has moved 10 feet, and last until the start of her 
  next turn.  This bonus improves by 1 for every four 
  levels gained above 3
  rd (+2 at 7
  th, +3 at 11
  th, +4 at 15
  th, and 
  +5 at 19
  th level). 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load.  If she gains the skirmish ability from 
  another class, the bonuses stack. 
   
  Battle Fortitude (Ex): At 2
  nd level, a scout gains a 
  +1 competence bonus on Fortitude saves and initiative 
  checks.  This bonus increased to +2 at 11th level and +3 
  at 20
  th level.  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load 
   
  Possessions: scroll of spiderclimb, +2 vest of 
  resistance, +1 mithral chain shirt, masterwork sap, sap 
  (2), dagger (2), black robes, +1  greatsword. 
   
  Languages:  Common, Orcish. 
  * see Appendix Two: New Rules Items 
  Defenders (Balance Trust) 
  Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary Guild): Female Flan; Wiz8/War1 Medium 
  Humanoid; CR 8; HD 8d4+1d8+18; hp 48; Init +2; Spd 
  30 ft; AC 16 (+4 mage armor, +2 dex) touch 12, flat-
  footed 14; Base Atk +5; Grp +5; Atk +6 (1d6, 
  masterwork sap); Full Atk +6 melee (1d6, masterwork 
  sap); SQ  Diviner (banned necromancy), familiar; AL N; 
  SV Fort +8, Ref +6, Will +7; Str 10, Dex 14, Con 14, Int 
  19, Wis 8, Cha 9; 
   
  Skills and Feats: Concentration +17, Knowledge 
  (arcane) +18, Knowledge (nature) +16, Knowledge 
  
  Ket6-02 Rules of Engagement 
   
  Page 38 
  (local – iuz) +16, Profession (gambler) +9, Profession 
  (mercenary) +6, Ride +7, Spellcraft +19; Alertness 
  (when Gnollbane is within 5’, not included in Stat 
  block), 
  Combat 
  Casting, 
  Greater 
  Spell 
  Focus 
  (Abjuration), Scribe Scroll, Silent Spell, Skill Focus: 
  Concentration, Skill Focus: Spellcraft, Spell Focus 
  (Abjuration). 
   
  Spells Prepared:  (4+1/5+1/4+1/4+1/3+1; DC = 
  14+Spell Level, DC = 16+Spell Level for Abjuration. * is 
  the specialist spell per level).  O lvl – create water, 
  detect magic (3), detect magic*; 1
  st lvl – alarm (2), detect 
  law, jump (2), true strike*; 2
  nd lvl – spiderclimb, locate 
  object*, see invisibility, tasha’s hideous laughter(2); 3
  rd 
  lvl – arcane sight*, clairaudience / clairvoyance, 
  displacement (2), nondetection; 4
  th lvl – arcane eye*, 
  evard’s black tentacles, stoneskin, wall of ice. 
   
  Possessions: scroll of mage armor, ring of 
  counterspells (glitterdust), vest of resistance +2, 
  masterwork sap, sap (2), dagger (2), red and blue robes 
  with symbol of the Pax Mercuri – Arts (, longsword. 
   
  Languages:  Baklunish, Common, Flan, Oerdian. 
  Gnollbane; Familiar – Hawk; tiny magical beast;  HD 
  9HD; hp 24; Init +3; Spd 10 ft, 60 ft fly (average); AC 21 
  (+2 size, +6 natural, +3 dexterity) touch 15, flat-footed 
  18; Base Atk +5; Grp -5; Atk +10 (1d4-2 talons); Full Atk 
  +10 melee (1d4-2, talons); Space/Reach 2 ½ ft/0 ft; SQ 
  low-light vision,  improved evasion, share spells, 
  empathic link, deliver touch spells; SV Fort +4, Ref +7, 
  Will +8; Str 6, Dex 17, Con 10, Int 9, Wis 14, Cha 6; 
   
  Skills and Feats: Concentration +12, Knowledge 
  (arcane) +13, Knowledge (nature) +9, Knowledge (local 
  – iuz) +9, Listen +2, Profession (gambler) +12, 
  Profession (mercenary) +9, Ride +8, Spellcraft +11, Spot 
  +14; Weapon Finesse. 
  Lofar: Female dwarf Pal8/War1; Medium Humanoid; 
  CR 8; HD 8d10+24+1d8+3; hp 83; Init +1; Spd 20 ft; AC 
  24 (+10 for +2 full plate, +1 dex, +3 for +1 heavy steel 
  shield) touch 11, flat-footed 23; Base Atk +9; Grp +12; 
  Atk +13 melee (1d10+3, masterwork dwarven axe) or 
  Atk +10 ranged (1d8+3, composite (+3 str) longbow); 
  Full Atk +13/+8 melee (1d10+3, masterwork dwarven 
  axe) or Atk +10/+5 ranged (1d8+3, composite (+3 str) 
  longbow); SA smite evil 2/day; SQ Dwarf traits, detect 
  evil, aura of good, lay on hands, divine grace, aura of 
  courage, divine health, turn undead, special mount, 
  remove disease 1/week; AL LG; SV Fort +14, Ref +6, 
  Will +5; Str 16, Dex 12, Con 16, Int 8, Wis 10, Cha 14; 
   
  Skills and Feats: Ride +13; Mounted Combat, 
  Power Attack, Ride-By Attack, Spirited Charge. 
   
  Possessions: +2 full plate, +1 heavy steel shield, +1 
  vest of resistance, masterwork dwarven axe, cold iron 
  dwarven axe, saps (4), daggers (4), composite (+3 str) 
  longbow,  cool green robes. 
   
  Languages:  Common, Dwarf. 
  Single: 
  Male 
  Half-Orc 
  Bbn1/Scout7; 
  Medium 
  Humanoid; CR 8; HD 1d12+7d8+16; hp 65; Init +3; Spd 
  50 ft; AC 19 (+6 for +2 mithral chain shirt, +2 dex, +1 
  ring of protection) touch 13, flat-footed 17; Base Atk 
  +6; Grp +11; Atk +12 (1d10+7, masterwork heavy flail); 
  Full Atk +12/+7 melee (1d10+7, masterwork heavy 
  flail); SQ orc traits, darkvision 60’, fast movement, 
  skirmish (+2d6, +2 AC), trapfinding, battle fortitude +1, 
  uncanny dodge, trackless step, fast movement +10 ft, 
  evasion, flawless stride; AL LN; SV Fort +8, Ref +7, Will 
  +5; Str 20, Dex 14, Con 14, Int 6, Wis 14, Cha 6; 
  Skills and Feats: Climb +17, Hide +10, Listen 
  +13, Spot +18, Survival +13; Blind-Fighting, Dodge, 
  Mobility, Spring Attack. 
   
  Skirmish (Ex): A scout relies on mobility to 
  deal extra damage and improve her defense.  She deals 
  an extra 1d6 points of damage on all attacks she makes 
  during any round in which she moves at least 10 feet.  
  The extra damage applies only to attacks taken during 
  the scout’s turn. This extra damage applies only to 
  attacks taken during the scout’s turn. This extra 
  damage increases by 1d6 for every four levels gained 
  above 1
  st (2d6 at 5
  th, 3d6 at 9
  th, 4d6 at 13th and 5d6 at 17
  th 
  level). 
   
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits.are 
  not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot.  Scouts 
  can apply this extra damage to ranged attacks made 
  while skirmishing, but only if the target is within 30 
  feet. 
   
  At 3
  rd level, a scouts gains a +1 competence 
  bonus to Armor Class during any round in which she 
  moves at least 10 feet. The bonus applies as soon as the 
  scout has moved 10 feet, and last until the start of her 
  next turn.  This bonus improves by 1 for every four 
  levels gained above 3
  rd (+2 at 7
  th, +3 at 11
  th, +4 at 15
  th, and 
  +5 at 19
  th level). 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load.  If she gains the skirmish ability from 
  another class, the bonuses stack. 
  
  Ket6-02 Rules of Engagement 
   
  Page 39 
   
  Battle Fortitude (Ex): At 2
  nd level, a scout 
  gains a +1 competence bonus on Fortitude saves and 
  initiative checks.  This bonus increased to +2 at 11th 
  level and +3 at 20
  th level.  A scout loses this ability when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load.  
   
  Flawless Stride (Ex): Starting at 6
  th level,  a 
  scout can move through any sort of terrain that slows 
  movement (such as undergrowth, rubble and similar 
  terrain) at her normal speed and without taking 
  damage or suffering any other impairment. 
   
  This ability does not let her move more 
  quickly through terrain that requires a Climb or Swim 
  check to navigate, nor can she move more quickly 
  through terrain or undergrowth that has been 
  magically manipulated to impede motion. 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load.   
   
  Ex-Barbarian:  Single is an ex-barbarian as a 
  result of his shift to a Lawful alignment.  He loses rage 
  as an ability. 
   
  Possessions: climber’s kit (wearing), +2 
  mithral chain shirt, eyes of the eagle, +1 ring of 
  protection, masterwork sap, sap (2), dagger (2), dark 
  blue robes, masterwork heavy flail. 
   
  Languages:  Common, Orcish. 
   
   
    
  
  Ket6-02 Rules of Engagement 
   
  Page 40 
  APL 10 
  Introduction 
   
   
   
   
  Antoine The Black Cat: Male Oeridian Rog11/War1; 
  Medium Humanoid; CR 11; HD 1d8+11d6+36; hp 87; 
  Init +9; Spd 30 ft; AC 19 (+5 dex, +1 ring of protection, 
  +3 bracers of armor) touch 16, flat-footed 14; Base Atk 
  +9; Grp +10; Atk +15 (1d6+2 +1 sap); Full Atk +15/+10 
  melee (1d6+2, +1 sap); SA Sneak attack +6d6; SQ 
  evasion, improved uncanny dodge, trap sense +3, 
  improved evasion; AL CN; SV Fort +12, Ref +14, Will 
  +6; Str 12, Dex 20, Con 16, Int 14, Wis 8, Cha 12; 
   
  Skills and Feats: Balance +18, Bluff +15, Climb +16, 
  Gather Information +15, Jump +17, Knowledge (Local 
  – VTF) +16, Knowledge (Local – Sheldomar Valley) 
  +16, Profession (Juggler – Circus Performer) +2, Ride 
  +19, Sleight of Hand +18, Tumble +18, Use Magic 
  Device +15; Dodge, Flick of the Wrist*, Improved 
  Initiative, Quickdraw, Staggering Strike*, Weapon 
  Finesse. 
   
  Possessions: +1 sap, sap (2), dagger (2), desert 
  robes, +3 bracers of armor, +2 gloves of dexterity, +2 
  amulet of health, +1 ring of protection, ring of 
  counterspells (glitterdust), +2 cloak of resistance. 
   
  Languages:  Baklunish, Common, Oerdian 
  * see Appendix Two: New Rules Items 
  Encounter Four 
   
   
   
   
  Vilar: 
  Male 
  Baklunish 
  Rog3/Wiz5/War1/Arcane 
  Trickster2; 
  Medium 
  Humanoid; 
  CR 
  10; 
  HD 
  3d6+1d8+7d4+22; hp 62; Init +8; Spd 30 ft; AC 19 (+4 
  mage armor, +4 dex, +1 ring of protection) touch 15, 
  flat-footed 15; Base Atk +6; Grp +6; Atk +7 (1d6 
  masterwork sap); Full Atk +7/+2 melee (1d6, 
  masterwork sap); SA Sneak attack +3d6; SQ; Diviner 
  (banned enchantment), familiar, trapfinding, evasion, 
  ranged legerdemain 1/day AL N; SV Fort +7, Ref +13, 
  Will +10; Str 10, Dex 18, Con 14, Int 20, Wis 8, Cha 8; 
   
  Skills and Feats: Balance +12, Climb +12, 
  Concentration +9, Decipher Script +12, Disable Device 
  +21, Escape Artist +10, Intimidate +0, Jump +5, 
  Knowledge (arcane) +10, Knowledge (Local – VTF) 
  +10, Knowledge (Local – Core) +10, Open Lock +17, 
  Ride +9, Search +19, Sleight of Hand +8, Spellcraft +21, 
  Tumble +10; Alertness (when Spot is within 5’, not 
  included in Stat block) Combat Casting, Combat 
  Reflexes, Improved Initiative, Iron Will, Scribe Scroll, 
  Sudden Silent*. 
   
  Spells Prepared:  (4+1/6+1/4+1/3+1/2+1; DC = 
  15+Spell Level. * is the specialist spell per level).  O lvl 
  – create water, detect magic (3), open/close; 1
  st lvl – 
  expeditious retreat (2), grease (2), jump(2), true strike*; 
  2
  nd lvl – cat’s grace (2), invisibility (2), see invisibility*; 
  3
  rd lvl – arcane sight*, displacement, haste, slow; 4
  th lvl – 
  arcane eye, improved invisibility (2).   
   
  Possessions: scroll of spiderclimb, +2 headband of 
  intellect, +2 gloves of dexterity, ring of protection +1, 
  +1 vest of resistance, masterwork sap, sap (2), dagger 
  (2), black robes, masterwork thieves tools, pearl of 
  power (1
  st level), cold iron scimitar. 
   
  Languages:  Baklunish, Common, Dwarven, 
  Halfling. 
  * see Appendix Two: New Rules Items 
  Spot; Familiar – Owl; tiny magical beast; HD 11HD; hp 
  31; Init +3; Spd 10 ft, 40 ft fly (average); AC 20 (+2 size, 
  +5 natural, +3 dexterity) touch 15, flat-footed 17; Base 
  Atk +6; Grp -5; Atk +11 (1d4-3 talons); Full Atk +11 
  melee (1d4-3, talons); Space/Reach 2 ½ ft / 0 ft; SQ 
  low-light vision,  improved evasion, share spells, 
  empathic link, deliver touch spells; SV Fort +4, Ref 
  +10, Will +10; Str 4, Dex 17, Con 10, Int 8, Wis 14, Cha 
  4; 
   
  Skills and Feats: Balance +11, Climb +9, 
  Concentration +7, Decipher Script +6, Disable Device 
  +13, Escape Artist +9, Intimidate -2, Jump +2, 
  Knowledge (arcane) +4, Knowledge (Local – VTF) +4, 
  Knowledge (Local – Core) +4, Listen +14, Move 
  Silently +17, Open Lock +14, Ride +8, Search +13, 
  Sleight of Hand +7, Spellcraft +15, Spot +6 (+14 in areas 
  of shadowy illumination), Tumble +9; Weapon Finesse. 
  Soriya: Female halfling Rgr3/Swashbuckler3/Ftr2/ 
  Mnk2/War1; 
  Small 
  Humanoid; 
  CR 
  10; 
  HD 
  5d10+10+6d8+12; hp 86; Init +6; Spd 20 ft; AC 23 (+1 
  size, +1 ring of protection, +6 for +2 mithral chain shirt, 
  +6 dexterity) touch 18, flat-footed 19; Base Atk +10; Grp 
  +10; Atk +18 (1d6+1 plus 1d6, +1 merciful spiked 
  chain); Full Atk +18/+13 melee (1d6+1 plus 1d6, +1 
  merciful spiked chain); SQ Halfling traits, favored 
  enemy (humans), wild empathy, trap-finding, grace, 
  insightful strike, unarmed strike, flurry of blows (n/a 
  with armor); AL LN; SV Fort +18, Ref +15, Will +7; Str 
  10, Dex 22, Con 14, Int 14, Wis 10, Cha 8; 
   
  Skills and Feats: Balance +13, Climb +16, Jump +6, 
  Hide +23, Listen +5, Move Silently +18, Tumble +17; 
  Darkstalker*, Combat Reflexes, Deflect Arrows, Dodge, 
  
  Ket6-02 Rules of Engagement 
   
  Page 41 
  Elusive Target*, Endurance, Exotic Weapon – spiked 
  chain, Improved Grapple, Mobility, Rapid Shot, 
  Tracking, Weapon Finesse. 
   
  Possessions: scroll of spiderclimb, +2 mithral 
  chain shirt, +2 gloves of dexterity, +1 ring of 
  protection, +1 cloak of resistance, masterwork sap, sap 
  (2), dagger (6), black robes, +1 merciful spiked chain. 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains a +1 
  competence bonus on Reflex saves at 2
  nd level.  This 
  bonus increased to +2 at 11
  th level and to +3 at 20
  th level. 
   A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3
  rd 
  level, 
  a 
  swashbuckler becomes able to place her finesse attacks 
  where they deal greater damage. She applies her 
  Intelligence bonus (if any) as a bonus on damage rolls 
  (in addition to any Strength bonus she may have) with 
  any light weapon, as well as any other weapon that can 
  be used with Weapon Finesse, such as a rapier, whip or 
  spiked chain.  Targets immune to sneak attacks or 
  critical hits are immune to the swashbuckler’s 
  insightful strike.  A swashbuckler cannot use this 
  ability when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Languages:  Common, Halfling. 
  * see Appendix Two: New Rules Items 
  Glare: 
  Male 
  Half-Orc 
  Clr6/War1/Scout2/ 
  DreadCommando2; Medium Humanoid; CR 10; HD 
  11d8+22; hp 80; Init +6; Spd 40 ft (with longstrider); 
  AC 18 (+5 for +1 mithral chain shirt, +3 dex) touch 13, 
  flat-footed 15; Base Atk +8; Grp +11; Atk +13 (2d6+5 +1 
  greatsword); Full Atk +13/+8 melee (2d6+5, +1 
  greatsword); SA sudden strike +1d6; SQ turn undead, 
  darkvision 60’, skirmish +1d6, trapfinding, battle 
  fortitude +1, team initiative bonus, armored ease 2; AL 
  N; SV Fort +11, Ref +13, Will +10; Str 16, Dex 16, Con 
  14, Int 8, Wis 16, Cha 6. 
   
  Skills and Feats: Climb +4, Hide +14, Knowledge 
  (religion) +9, Move Silently +14; Combat Reflexes, 
  Dodge, Elusive Target*, Mobility, Weapon Focus: 
  Greatsword. 
   
  Spells Prepared:  (5/4+1/4+1/3+1; DC = 13+Spell 
  Level. * is the domain spell).  O lvl – create water (2), 
  detect magic, guidance (2); 1
  st lvl – divine favor, 
  obscuring mist (2), shield of faith, longstrider*; 2
  nd lvl – 
  bull’s strength, silence(2), spiritual weapon*; 3
  rd lvl – 
  blindness/deafness, dispel magic (2), fly* 
   
  Domains (Kelanen):  War:  Weapon Focus and 
  Martial Weapons skill in one martial weapon that is 
  the weapon of the deity (in this case, Great Sword); 
  Travel;  May ignore restrictions on movement caused 
  by magical effects for up to 1/round per level. 
   
  Skirmish (Ex): A scout relies on mobility to 
  deal extra damage and improve her defense.  She deals 
  an extra 1d6 points of damage on all attacks she makes 
  during any round in which she moves at least 10 feet.  
  The extra damage applies only to attacks taken during 
  the scout’s turn. This extra damage applies only to 
  attacks taken during the scout’s turn. This extra 
  damage increases by 1d6 for every four levels gained 
  above 1
  st (2d6 at 5
  th, 3d6 at 9
  th, 4d6 at 13th and 5d6 at 17
  th 
  level). 
   
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits.are 
  not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot.  Scouts 
  can apply this extra damage to ranged attacks made 
  while skirmishing, but only if the target is within 30 
  feet. 
   
  At 3
  rd level, a scouts gains a +1 competence 
  bonus to Armor Class during any round in which she 
  moves at least 10 feet. The bonus applies as soon as the 
  scout has moved 10 feet, and last until the start of her 
  next turn.  This bonus improves by 1 for every four 
  levels gained above 3
  rd (+2 at 7
  th, +3 at 11
  th, +4 at 15
  th, and 
  +5 at 19
  th level). 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load.  If she gains the skirmish ability from 
  another class, the bonuses stack. 
   
  Battle Fortitude (Ex): At 2
  nd level, a scout gains a 
  +1 competence bonus on Fortitude saves and initiative 
  checks.  This bonus increased to +2 at 11th level and +3 
  at 20
  th level.  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load 
   
  Sudden Strike (Ex): If you can catch an opponent 
  when she is unable to defend herself effectively from 
  your attack, you can strike a vital spot for extra damage. 
  Whenever your target is denied her Dexterity bonus to 
  AC against your attack (whether the target actually has 
  a Dexterity bonus to Armor Class or not), you deal up 
  an extra 1d6 points of damage with your attack. The 
  extra damage increases to 2d6 at 3
  rd level and to 3d6 at 
  5
  th level. 
  
  Ket6-02 Rules of Engagement 
   
  Page 42 
   
  Ranged attacks count as sudden strikes only if the 
  target is within 30 feet; you can’t strike with deadly 
  accuracy from beyond this range. 
   
  You can only use sudden strike against living 
  creatures with discernible anatomies – undead, 
  constructs, oozes, plants and incorporeal creatures lack 
  vital areas to attack.  Any creature that is immune to 
  extra damage from critical hits is not vulnerable to 
  sudden strike damage.  You must be able to see the 
  target well enough to pick out a vital spot and must be 
  able to reach such a spot. You cannot make a sudden 
  strike while striking a creature with concealment or 
  striking the limbs of a creature whose vitals are out of 
  reach. 
   
  You can’t use sudden strike to deliver non-lethal 
  damage. Weapons capable of dealing only non-lethal 
  damage don’t deal extra damage when used as part of a 
  sudden strike. 
   
  The extra damage from the sudden strike ability 
  stacks with extra damage from a sneak attack whenever 
  both would apply to the target. 
   
  Team Initiative Bonus (Ex): You are skilled at 
  keeping a team organized and ready for danger. All 
  allies within 30 feet who can see you (including 
  yourself) gain a competence bonus on initiative checks 
  equal to your class level. 
   
  Armored ease (Ex): You learn to adapt your 
  movements to the restrictive nature of armor. 
  Beginning at 2
  nd level, you reduce the armor check 
  penalty of any armor with which you are proficient by 
  2 (to a minimum of 0). At 4
  th level, this reduction 
  increases to 4 points (to a minimum of 0). 
   
  Possessions: scroll of spiderclimb, +2 vest of 
  resistance, +2 amulet of health, +1 mithral chain shirt, 
  masterwork sap, sap (2), dagger (2), olive beret, black 
  robes, +1  greatsword. 
   
  Languages:  Common, Orcish. 
  * see Appendix Two: New Rules Items 
  Defenders (Balance Trust) 
  Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary 
  Guild): 
  Female 
  Flan 
  Wiz8/War1/InitiateoftheSevenfoldVeil2; 
  Medium 
  Humanoid; CR 10; HD 10d4+1d8+22; hp 58; Init +2; 
  Spd 30 ft; AC 16 (+4 mage armor, +2 dex) touch 12, flat-
  footed 14; Base Atk +6; Grp +6; Atk +7 (1d6, 
  masterwork sap); Full Atk +7/+2 melee (1d6, 
  masterwork sap); SQ  Diviner (banned necromancy), 
  familiar, warding 1/day, unimpeachable abjuration, red 
  veil, unanswerable strike +2, orange veil; AL N; SV Fort 
  +8, Ref +6, Will +10; Str 10, Dex 14, Con 14, Int 21, Wis 
  8, Cha 9; 
   
  Skills and Feats: Concentration +19, Knowledge 
  (arcane) +21, Knowledge (nature) +19, Knowledge 
  (local – iuz) +19, Profession (gambler) +11, Profession 
  (mercenary) +8, Ride +7, Spellcraft +22; Alertness 
  (when Gnollbane is within 5’, not included in Stat 
  block), 
  Combat 
  Casting, 
  Greater 
  Spell 
  Focus 
  (Abjuration), Scribe Scroll, Silent Spell, Skill Focus: 
  Concentration, Skill Focus: Spellcraft, Spell Focus 
  (Abjuration). 
   
  Warding (Sp): An Initiate of the Seven Fold Veil 
  can create a warding. She can choose one veil she 
  knows (see below) to be imbued in the warding. A 
  warding lasts for a certain amount of time as indicated 
  in its description, unless it is dismissed (the same way 
  as a spell is dismissed; see page 176 of the Player’s 
  Handbook). When she creates a warding, she can 
  choose one of three types. 
   
  Personal: This warding is a sphere whose diameter 
  is equal to an initiate’s space (5 feet for Small or 
  Medium creatures, 10 feet for Large, and so on) and 
  encapsulates the initiate. It moves with her, but she 
  cannot force another creature to pass through it (for 
  example, by attempting to grapple an enemy). If she 
  does force a creature to pass through, the warding has 
  no effect on that creature. Any creature striking at her 
  with a melee weapon or natural attack is subject to the 
  veil’s effect (although creatures using reach weapons 
  are not). The warding provides concealment to the 
  initiate, but she can see out with no hindrance. It lasts 
  1 minute per level or until dismissed. 
   
  Area: An area warding affects an initiate’s space 
  and all adjacent squares a sphere 15 feet in diameter for 
  a Small or Medium initiate, 20 feet in diameter for a 
  Large initiate, and so on).  Any creature who remains 
  adjacent to the initiate gains the benefit of the 
  warding’s protection, even if part of its body lies 
  outside the sphere.  Moving out of the warding 
  (stepping away from the initiate) is completely safe, but 
  anyone attempting to enter the warding – even 
  someone who was formerly inside and left it – 
  becomes subject to the effects of the chosen veil.  The 
  warding moves with the initiate, but she cannot force 
  another creature to pass through it (for example, by 
  moving adjacent to an enemy). If she does force a 
  creature to pass through, the warding has no effect on 
  that creature.  This warding provides concealment to 
  all within from the creatures outside, but anyone 
  inside the warding can see out with no hindrance. 
  
  Ket6-02 Rules of Engagement 
   
  Page 43 
   
  Wall: This warding takes the form of a wall, up to 
  10 feet long and 5 feet high per initiate class level. For 
  example, a 3
  rd-level Initiate of the Sevenfold Veil could 
  create a warding wall 30 feet long and 15 feet high.  
  The wall can be made smaller, but it is not otherwise 
  shapeable. The wall must begin within 30 feet of the 
  initiate, but can extend beyond that distance. The wall 
  is immobile once created.  An initiate may choose to 
  make crossing the wall in one direction safe, if she 
  chooses.  IN any event, she can pass through her own 
  warding wall with no danger.  This warding provides 
  concealment to creatures on either side.  It lasts for 10 
  minutes per level of until dismissed. 
   
  Veils: When an initiate creates a warding, she can 
  choose an imbue the warding with any one veil she 
  knows how to create.  These veils duplicate the layers 
  of a prismatic wall and are described below.  An 
  initiate’s caster level for these veils is equal to her 
  arcane spellcaster level. 
   
  Red Veil: The first veil an initiate learns is the red 
  veil. A warding imbued with this veil blocks all 
  nonmagical attacks and missiles.  A creature crossing a 
  red veil takes 20 points of fire damage (Reflex half).  A 
  cone of cold spell or effect destroys a warding with this 
  veil but is negated in the process.  A warding with this 
  veil is the equivalent of a 4
  th-level spell. 
   
  Orange Veil: At 2
  nd level, an initiate learns the 
  secret of the orange veil.  A warding with this veil halts 
  magical ranged attacks, including spells that conjure 
  missiles (such as Melf’s acid arrow) or create rays (such 
  as disintegrate or a beholder’s eye rays) but not spells 
  that do not require a ranged attack (such as magic 
  missile). A creature crossing an orange veil takes 40 
  points of acid damage (Reflex half).  A gust of wind 
  spell or similar effect destroys the veil but is negated in 
  the process.  A warding with this veil is the equivalent 
  of a 5
  th-level spell. 
   
  Unimpeachable Abjuration (Ex): An initiate’s 
  abjuration spells are particularly difficult to defeat with 
  spells or effects that dispel them.  An initiate can add 
  her class level to the DC to dispel any abjuration spell 
  or effect she creates. 
   
  Unanswerable Strike (Ex): Due to her study of 
  magical defenses, an initiate learns how to defeat them 
  more easily.  At 2
  nd level and higher, she gains a +2 
  bonus on coaster level checks to counter or dispel 
  abjuration spells.  At 6
  th level, this bonus increased to a 
  +4 bonus. 
   
  Spells Prepared:  (4+1/6+1/5+1/4+1/4+1/3+1; DC = 
  15+Spell Level, DC = 17+Spell Level for Abjuration. * is 
  the specialist spell per level).  O lvl – create water, 
  detect magic (3), detect magic*; 1
  st lvl – alarm (2), detect 
  law (2), jump (2), true strike*; 2
  nd lvl – spiderclimb (2), 
  locate 
  object*, 
  see 
  invisibility, tasha’s hideous 
  laughter(2); 3
  rd lvl – arcane sight*, clairaudience / 
  clairvoyance (2), displacement (2), nondetection; 4
  th lvl 
  – arcane eye*, silent dispel magic, solid fog, stoneskin, 
  wall of ice; 5
  th lvl – baleful polymorph, dismissal, 
  prying eyes*, silent solid fog. 
   
  Possessions: scroll of mage armor, ring of 
  counterspells (glitterdust), +2 headband of intellect, 
  vest of resistance +2, masterwork sap, sap (2), dagger 
  (2), red and blue robes with symbol of the Pax Mercuri 
  – Arts (, longsword. 
   
  Languages:  Baklunish, Common, Flan, Oerdian. 
  Gnollbane; Familiar – Hawk; tiny magical beast;  HD 
  11HD; hp 29; Init +3; Spd 10 ft, 60 ft fly (average); AC 
  21 (+2 size, +6 natural, +3 dex) touch 15, flat-footed 18; 
  Base Atk +6; Grp -4; Atk +11 (1d4-2 talons); Full Atk 
  +11 melee (1d4-2, talons); Space/Reach 2 ½ ft/0 ft; SQ 
  low-light vision,  improved evasion, share spells, 
  empathic link, deliver touch spells; SV Fort +4, Ref +7, 
  Will +11; Str 6, Dex 17, Con 10, Int 9, Wis 14, Cha 6; 
   
  Skills and Feats: Concentration +12, Knowledge 
  (arcane) +15, Knowledge (nature) +13, Knowledge 
  (local – iuz) +13, Listen +2, Profession (gambler) +14, 
  Profession (mercenary) +12, Ride +8, Spellcraft +13, 
  Spot +14; Weapon Finesse. 
  Lofar: Female dwarf Pal10/War1; Medium Humanoid; 
  CR 10; HD 10d10+30+1d8+3; hp 101; Init +1; Spd 20 ft; 
  AC 25 (+10 for +2 full plate, +1 dex, +4 for +2 heavy 
  steel shield) touch 11, flat-footed 24; Base Atk +11; Grp 
  +14; Atk +15 melee (1d10+4, +1 dwarven axe) or Atk 
  +12 ranged (1d8+3, composite (+3 str) longbow); Full 
  Atk +15/+10/+5 melee (1d10+4, +1 dwarven axe) or Atk 
  +12/+7/+2 ranged (1d8+3, composite (+3 str) longbow); 
  SA smite evil 3/day; SQ Dwarf traits, detect evil, aura of 
  good, lay on hands, divine grace, aura of courage, 
  divine health, turn undead, special mount, remove 
  disease 2/week; AL LG; SV Fort +16, Ref +8, Will +7; 
  Str 16, Dex 12, Con 16, Int 8, Wis 10, Cha 16; 
   
  Skills and Feats: Ride +15; Mounted Combat, Ride-
  By Attack, Power Attack, Spirited Charge. 
   
  Possessions: +2 full plate, +2 heavy steel shield, +1 
  vest of resistance, +2 cloak of charisma, +1 dwarven axe, 
  cold iron dwarven axe, saps (4), daggers (4), composite 
  (+3 str) longbow,  cool green robes. 
   
  Languages:  Common, Dwarf. 
  Single: 
  Male 
  Half-Orc 
  Bbn1/Scout9; 
  Medium 
  Humanoid; CR 10; HD 1d12+9d8+20; hp 79; Init +3; 
  
  Ket6-02 Rules of Engagement 
   
  Page 44 
  Spd 50 ft; AC 19 (+6 for +2 mithral chain shirt, +2 dex, 
  +1 ring of protection) touch 13, flat-footed 17; Base Atk 
  +7; Grp +12; Atk +13 (1d10+8, +1 merciful heavy flail); 
  Full Atk +13/+8 melee (1d10+8, +1 merciful heavy 
  flail); SQ orc traits, darkvision 60’, fast movement, 
  skirmish (+3d6, +2 AC), trapfinding, battle fortitude +1, 
  uncanny dodge, trackless step, fast movement +10 ft, 
  evasion, flawless stride, camouflage; AL LN; SV Fort +9, 
  Ref +8, Will +6; Str 20, Dex 14, Con 14, Int 6, Wis 14, 
  Cha 6; 
  Skills and Feats: Climb +19, Hide +14, Listen 
  +15, Spot +20, Survival +15; Blind-Fighting, Dodge,  
  Elusive Target*, Hear the Unseen*, Mobility, Spring 
  Attack. 
   
  Skirmish (Ex): A scout relies on mobility to 
  deal extra damage and improve her defense.  She deals 
  an extra 1d6 points of damage on all attacks she makes 
  during any round in which she moves at least 10 feet.  
  The extra damage applies only to attacks taken during 
  the scout’s turn. This extra damage applies only to 
  attacks taken during the scout’s turn. This extra 
  damage increases by 1d6 for every four levels gained 
  above 1
  st (2d6 at 5
  th, 3d6 at 9
  th, 4d6 at 13th and 5d6 at 17
  th 
  level). 
   
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits.are 
  not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot.  Scouts 
  can apply this extra damage to ranged attacks made 
  while skirmishing, but only if the target is within 30 
  feet. 
   
  At 3
  rd level, a scouts gains a +1 competence 
  bonus to Armor Class during any round in which she 
  moves at least 10 feet. The bonus applies as soon as the 
  scout has moved 10 feet, and last until the start of her 
  next turn.  This bonus improves by 1 for every four 
  levels gained above 3
  rd (+2 at 7
  th, +3 at 11
  th, +4 at 15
  th, and 
  +5 at 19
  th level). 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load.  If she gains the skirmish ability from 
  another class, the bonuses stack. 
   
  Battle Fortitude (Ex): At 2
  nd level, a scout 
  gains a +1 competence bonus on Fortitude saves and 
  initiative checks.  This bonus increased to +2 at 11th 
  level and +3 at 20
  th level.  A scout loses this ability when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load.  
   
  Flawless Stride (Ex): Starting at 6
  th level,  a 
  scout can move through any sort of terrain that slows 
  movement (such as undergrowth, rubble and similar 
  terrain) at her normal speed and without taking 
  damage or suffering any other impairment. 
   
  This ability does not let her move more 
  quickly through terrain that requires a Climb or Swim 
  check to navigate, nor can she move more quickly 
  through terrain or undergrowth that has been 
  magically manipulated to impede motion. 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load.   
   
  Ex-Barbarian:  Single is an ex-barbarian as a 
  result of his shift to a Lawful alignment.  He loses rage 
  as an ability. 
   
  Possessions: climber’s kit (wearing), +2 
  mithral chain shirt, eyes of the eagle, +1 ring of 
  protection, dagger (2), dark blue robes, +1 merciful 
  heavy flail, cold iron heavy flail, alchemical silver 
  heavy flail. 
   
  Languages:  Common, Orcish. 
  * see Appendix Two: New Rules Items 
   
   
   
   
   
  
  Ket6-02 Rules of Engagement 
   
  Page 45 
  APL 12 
  Introduction 
   
   
   
   
  Antoine 
  The 
  Black 
  Cat: 
  Male 
  Oeridian 
  Rog11/War1/Ftr2; Medium Humanoid; CR 13; HD 
  2d10+1d8+11d6+42; hp 105; Init +9; Spd 30 ft; AC 20 
  (+6 dex, +1 ring of protection, +3 bracers of armor) 
  touch 17, flat-footed 14; Base Atk +11; Grp +12; Atk +17 
  (1d6+2, +1 merciful sap); Full Atk +17/+12/+7 melee 
  (1d6+2, +1 merciful sap); SA Sneak attack +6d6; SQ 
  evasion, improved uncanny dodge, trap sense +3, 
  improved evasion; AL CN; SV Fort +15, Ref +15, Will 
  +6; Str 12, Dex 22, Con 16, Int 14, Wis 8, Cha 12; 
   
  Skills and Feats: Balance +19, Bluff +16, Climb +18, 
  Gather Information +15, Jump +19, Knowledge (Local 
  – VTF) +16, Knowledge (Local – Sheldomar Valley) 
  +16, Profession (Juggler – Circus Performer) +2, Ride 
  +22, Sleight of Hand +22, Tumble +19, Use Magic 
  Device +15; Dodge, Elusive Target*, Flick of the 
  Wrist*, Improved Initiative, Mobility, Quickdraw, 
  Staggering Strike*, Weapon Finesse. 
   
  Possessions: +1 merciful sap, sap (2), dagger (2), 
  desert robes, +3 bracers of armor, +4 gloves of dexterity, 
  +2 amulet of health, +1 ring of protection, ring of 
  counterspells (glitterdust), +3 cloak of resistance. 
   
  Languages:  Baklunish, Common, Oerdian 
  * see Appendix Two: New Rules Items 
  Encounter Four 
   
   
   
   
  Vilar: 
  Male 
  Baklunish 
  Rog3/Wiz5/War1/Arcane 
  Trickster4; 
  Medium 
  Humanoid; 
  CR 
  12; 
  HD 
  3d6+1d8+9d4+26; hp 72; Init +8; Spd 30 ft; AC 19 (+4 
  mage armor, +4 dex, +1 ring of protection) touch 15, 
  flat-footed 15; Base Atk +7; Grp +7; Atk +8 (1d6 
  masterwork sap); Full Atk +8/+3 melee (1d6, 
  masterwork sap); SA Sneak attack +4d6; SQ Diviner 
  (banned enchantment), familiar, trapfinding, evasion, 
  ranged legerdemain 1/day, impromptu sneak attack; 
  AL N; SV Fort +9, Ref +15, Will +12; Str 10, Dex 18, 
  Con 14, Int 23, Wis 8, Cha 8; 
   
  Skills and Feats: Balance +14, Climb +14, 
  Concentration +15, Decipher Script +13, Disable 
  Device +24, Escape Artist +10, Intimidate +0, Jump +5, 
  Knowledge (arcane) +11, Knowledge (Local – VTF) 
  +11, Knowledge (Local – Core) +11, Open Lock +17, 
  Ride +9, Search +22, Sleight of Hand +10, Spellcraft 
  +24, Tumble +10; Alertness (when Spot is within 5’, not 
  included in Stat block) Combat Casting, Combat 
  Reflexes, Improved Initiative, Iron Will, Scribe Scroll, 
  Sculpt Spell*, Sudden Silent*. 
   
  Spells Prepared:  (4+1/6+1/6+1/4+1/3+1/2+1; DC = 
  16+Spell Level. * is the specialist spell per level).  O lvl 
  – create water, detect magic (3), open/close; 1
  st lvl – 
  expeditious retreat, grease (2), jump(2), true strike*; 2
  nd 
  lvl – cat’s grace (2), glitterdust (2), invisibility (2), see 
  invisibility*; 3
  rd lvl – arcane sight*, displacement, haste, 
  slow (2); 4
  th lvl – arcane eye, fear, improved invisibility 
  (2); 5
  th lvl – baleful polymorph, persistent image, rary’s 
  telepathic bond*. 
   
  Possessions: scroll of spiderclimb, +4 headband of 
  intellect, +2 gloves of dexterity, ring of protection +1, 
  +2 vest of resistance, masterwork sap, sap (2), dagger 
  (2), black robes, masterwork thieves tools, pearl of 
  power (1
  st level), cold iron scimitar. 
   
  Languages:  Baklunish, Common, Dwarven, 
  Halfling. 
  * see Appendix Two: New Rules Items 
   
  Spot; Familiar – Owl; tiny magical beast;  HD 13HD; 
  hp 36; Init +3; Spd 10 ft, 40 ft fly (average); AC 20 (+2 
  size, +5 natural, +3 dexterity) touch 15, flat-footed 17; 
  Base Atk +7; Grp -4; Atk +12 (1d4-3 talons); Full Atk 
  +12 melee (1d4-3, talons); Space/Reach 2 ½ ft / 0 ft; SQ 
  low-light vision,  improved evasion, share spells, 
  empathic link, deliver touch spells; SV Fort +5, Ref 
  +11, Will +11; Str 4, Dex 17, Con 10, Int 8, Wis 14, Cha 
  4; 
   
  Skills and Feats: Balance +13, Climb +11, 
  Concentration +13, Decipher Script +6, Disable Device 
  +15, Escape Artist +9, Intimidate -2, Jump +2, 
  Knowledge (arcane) +4, Knowledge (Local – VTF) +4, 
  Knowledge (Local – Core) +4, Listen +14, Move 
  Silently +17, Open Lock +14, Ride +8, Search +15, 
  Sleight of Hand +7, Spellcraft +17, Spot +6 (+14 in areas 
  of shadowy illumination), Tumble +9; Weapon Finesse. 
  Soriya: Female halfling Rgr3/Swashbuckler3/Ftr4/ 
  Mnk2/War1; 
  Small 
  Humanoid; 
  CR 
  12; 
  HD 
  7d10+21+6d8+18; hp 117; Init +6; Spd 20 ft; AC 24 (+1 
  size, +1 ring of protection, +6 for +2 mithral chain shirt, 
  +6 dex) touch 18, flat-footed 18; Base Atk +12; Grp +12; 
  Atk +21 (1d6+3 plus 1d6, +1 merciful spiked chain); 
  Full Atk +21/+16/+11 melee (1d6+3 plus 1d6, +1 
  merciful spiked chain); SQ Halfling traits, favored 
  enemy (humans), wild empathy, trap-finding, grace, 
  insightful strike, unarmed strike, flurry of blows (n/a 
  
  Ket6-02 Rules of Engagement 
   
  Page 46 
  with armor); AL LN; SV Fort +20, Ref +17, Will +9; Str 
  10, Dex 23, Con 16, Int 16, Wis 10, Cha 8; 
   
  Skills and Feats: Balance +13, Climb +16, Jump +6, 
  Hide +25, Listen +5, Move Silently +20, Tumble +17; 
  Darkstalker*, Combat Reflexes, Deflect Arrows, Dodge, 
  Elusive Target*, Endurance, Exotic Weapon – spiked 
  chain, Improved Grapple, Mobility, Rapid Shot, 
  Tracking, Weapon Finesse, Weapon Focus - spiked 
  chain, Weapon Specialization – spiked chain. 
   
  Possessions: scroll of spiderclimb, +2 mithral 
  chain shirt, +2 gloves of dexterity, +2 amulet of health, 
  +2 headband of intellect, +1 ring of protection, +2 cloak 
  of resistance, masterwork sap, sap (2), dagger (6), black 
  robes, +1 merciful spiked chain. 
   
  Grace 
  (Ex): 
  A 
  swashbuckler 
  gains a +1 
  competence bonus on Reflex saves at 2
  nd level.  This 
  bonus increased to +2 at 11
  th level and to +3 at 20
  th level. 
   A swashbuckler loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Insightful 
  Strike 
  (Ex): 
  At 
  3
  rd 
  level, 
  a 
  swashbuckler becomes able to place her finesse attacks 
  where they deal greater damage. She applies her 
  Intelligence bonus (if any) as a bonus on dmage rolls 
  (in addition to any Strength bonus she may have) with 
  any light weapon, as well as any other weapon that can 
  be used with Weapon Finesse, such as a rapier, whip or 
  spiked chain.  Targets immune to sneak attacks or 
  critical hits are immune to the swashbuckler’s 
  insightful strike.  A swashbuckler cannot use this 
  ability when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Languages:  Common, Halfling. 
  * see Appendix Two: New Rules Items 
  Glare: 
  Male 
  Half-Orc 
  Clr6/War1/Scout2/ 
  DreadCommando4; Medium Humanoid; CR 12; HD 
  13d8+26; hp 94; Init +9; Spd 40 ft (with longstrider); 
  AC 20 (+6 for +2 mithral chain shirt, +4 dex) touch 14, 
  flat-footed 16; Base Atk +10; Grp +13; Atk +15 (2d6+5 
  +1 greatsword); Full Atk +15/+10 melee (2d6+5, +1 
  greatsword); SA sudden strike +1d6; SQ turn undead, 
  darkvision 60’, skirmish +1d6, trapfinding, battle 
  fortitude +1, team initiative bonus, armored ease 4, 
  stealthy movement; AL N; SV Fort +12, Ref +15, Will 
  +11; Str 16, Dex 18, Con 14, Int 8, Wis 16, Cha 6. 
   
  Skills and Feats: Climb +4, Hide +20, Knowledge 
  (religion) +9, Move Silently +20; Combat Reflexes, 
  Dodge, Elusive Target*, Mobility, Staggering Strike*, 
  Weapon Focus: Greatsword. 
   
  Spells Prepared:  (5/4+1/4+1/3+1; DC = 13+Spell 
  Level. * is the domain spell).  O lvl – create water (2), 
  detect magic, guidance (2); 1
  st lvl – divine favor, 
  obscuring mist (2), shield of faith, longstrider*; 2
  nd lvl – 
  bull’s strength, silence(2), spiritual weapon*; 3
  rd lvl – 
  blindness/deafness, dispel magic (2), fly* 
   
  Domains (Kelanen):  War:  Weapon Focus and 
  Martial Weapons skill in one martial weapon that is 
  the weapon of the deity (in this case, Great Sword); 
  Travel;  May ignore restrictions on movement caused 
  by magical effects for up to 1/round per level. 
   
  Skirmish (Ex): A scout relies on mobility to 
  deal extra damage and improve her defense.  She deals 
  an extra 1d6 points of damage on all attacks she makes 
  during any round in which she moves at least 10 feet.  
  The extra damage applies only to attacks taken during 
  the scout’s turn. This extra damage applies only to 
  attacks taken during the scout’s turn. This extra 
  damage increases by 1d6 for every four levels gained 
  above 1
  st (2d6 at 5
  th, 3d6 at 9
  th, 4d6 at 13th and 5d6 at 17
  th 
  level). 
   
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits.are 
  not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot.  Scouts 
  can apply this extra damage to ranged attacks made 
  while skirmishing, but only if the target is within 30 
  feet. 
   
  At 3
  rd level, a scouts gains a +1 competence 
  bonus to Armor Class during any round in which she 
  moves at least 10 feet. The bonus applies as soon as the 
  scout has moved 10 feet, and last until the start of her 
  next turn.  This bonus improves by 1 for every four 
  levels gained above 3
  rd (+2 at 7
  th, +3 at 11
  th, +4 at 15
  th, and 
  +5 at 19
  th level). 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load.  If she gains the skirmish ability from 
  another class, the bonuses stack. 
   
  Battle Fortitude (Ex): At 2
  nd level, a scout gains a 
  +1 competence bonus on Fortitude saves and initiative 
  checks.  This bonus increased to +2 at 11th level and +3 
  at 20
  th level.  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Sudden Strike (Ex): If you can catch an opponent 
  when she is unable to defend herself effectively from 
  
  Ket6-02 Rules of Engagement 
   
  Page 47 
  your attack, you can strike a vital spot for extra damage. 
  Whenever your target is denied her Dexterity bonus to 
  AC against your attack (whether the target actually has 
  a Dexterity bonus to Armor Class or not), you deal up 
  an extra 1d6 points of damage with your attack. The 
  extra damage increases to 2d6 at 3
  rd level and to 3d6 at 
  5
  th level. 
   
  Ranged attacks count as sudden strikes only if the 
  target is within 30 feet; you can’t strike with deadly 
  accuracy from beyond this range. 
   
  You can only use sudden strike against living 
  creatures with discernible anatomies – undead, 
  constructs, oozes, plants and incorporeal creatures lack 
  vital areas to attack.  Any creature that is immune to 
  extra damage from critical hits is not vulnerable to 
  sudden strike damage.  You must be able to see the 
  target well enough to pick out a vital spot and must be 
  able to reach such a spot. You cannot make a sudden 
  strike while striking a creature with concealment or 
  striking the limbs of a creature whose vitals are out of 
  reach. 
   
  You can’t use sudden strike to deliver non-lethal 
  damage. Weapons capable of dealing only non-lethal 
  damage don’t deal extra damage when used as part of a 
  sudden strike. 
   
  The extra damage from the sudden strike ability 
  stacks with extra damage from a sneak attack whenever 
  both would apply to the target. 
   
  Team Initiative Bonus (Ex): You are skilled at 
  keeping a team organized and ready for danger. All 
  allies within 30 feet who can see you (including 
  yourself) gain a competence bonus on initiative checks 
  equal to your class level. 
   
  Armored ease (Ex): You learn to adapt your 
  movements to the restrictive nature of armor. 
  Beginning at 2
  nd level, you reduce the armor check 
  penalty of any armor with which you are proficient by 
  2 (to a minimum of 0). At 4
  th level, this reduction 
  increases to 4 points (to a minimum of 0). 
   
  Stealthy Movement (Ex): You learn to remain 
  quiet and hidden even while mobile.  Beginning at 4
  th 
  level, you take no penalty on Hide or Move Silently 
  checks while moving at up to your normal speed, and 
  you take only a  -10 penalty on Hide and Move Silently 
  when running or charging (instead of the usual -20). 
   
  Possessions: scroll of spiderclimb, +2 vest of 
  resistance, +2 amulet of health, +2 gloves of dexterity, 
  +2 mithral chain shirt, masterwork sap, sap (2), dagger 
  (2), olive beret, black robes, +1  greatsword. 
   
  Languages:  Common, Orcish. 
  * see Appendix Two: New Rules Items 
  Defenders (Balance Trust) 
  Glenayrei, member of the Pax Mercuri (Perrenland 
  Mercenary 
  Guild): 
  Female 
  Flan 
  Wiz8/War1/InitiateoftheSevenfoldVeil4; 
  Medium 
  Humanoid; CR 12; HD 12d4+1d8+26+13; hp 81; Init 
  +2; Spd 30 ft; AC 16 (+4 mage armor, +2 dex) touch 12, 
  flat-footed 14; Base Atk +7; Grp +7; Atk +8 (1d6, 
  masterwork sap); Full Atk +8/+3 melee (1d6, 
  masterwork sap); SQ  Diviner (banned necromancy), 
  familiar, warding 2/day, unimpeachable abjuration, red 
  veil, unanswerable strike +2, orange veil, yellow veil, 
  green veil, reactive warding; AL N; SV Fort +10, Ref +8, 
  Will +12; Str 10, Dex 14, Con 14, Int 24, Wis 8, Cha 9; 
   
  Skills and Feats: Concentration +21, Knowledge 
  (arcane) +25, Knowledge (nature) +23, Knowledge 
  (local – iuz) +23, Profession (gambler) +13, Profession 
  (mercenary) +10, Ride +7, Spellcraft +26; Alertness 
  (when Gnollbane is within 5’, not included in Stat 
  block), 
  Combat 
  Casting, 
  Greater 
  Spell 
  Focus 
  (Abjuration), Improved Toughtness*, Scribe Scroll, 
  Silent Spell, Skill Focus: Concentration, Skill Focus: 
  Spellcraft, Spell Focus (Abjuration). 
   
  Spells Prepared:  (4+1/6+1/6+1/6+1/4+1/4+1/3+1; 
  DC = 17+Spell Level, DC = 19+Spell Level for 
  Abjuration. * is the specialist spell per level).  O lvl – 
  create water, detect magic (3), detect magic*; 1
  st lvl – 
  alarm (2), detect law (2), jump (2), true strike*; 2
  nd lvl – 
  bear’s endurance, locate object*, see invisibility, 
  spiderclimb (2), tasha’s hideous laughter (2); 3
  rd lvl – 
  arcane sight*, clairaudience / clairvoyance (2), 
  displacement (2), haste, nondetection; 4
  th lvl – arcane 
  eye*, silent dispel magic, solid fog, stoneskin, wall of 
  ice; 5
  th lvl – baleful polymorph, dismissal, passwall, 
  prying eyes*, silent solid fog; 6
  th lvl – antimagic field*, 
  dispel magic (greater), silent baleful polymorph, silent 
  hold monster. 
   
  Warding (Sp): An Initiate of the Seven Fold Veil 
  can create a warding. She can choose one veil she 
  knows (see below) to be imbued in the warding. A 
  warding lasts for a certain amount of time as indicated 
  in its description, unless it is dismissed (the same way 
  as a spell is dismissed; see page 176 of the Player’s 
  Handbook). When she creates a warding, she can 
  choose one of three types. 
   
  Personal: This warding is a sphere whose diameter 
  is equal to an initiate’s space (5 feet for Small or 
  Medium creatures, 10 feet for Large, and so on) and 
  
  Ket6-02 Rules of Engagement 
   
  Page 48 
  encapsulates the initiate. It moves with her, but she 
  cannot force another creature to pass through it (for 
  example, by attempting to grapple an enemy). If she 
  does force a creature to pass through, the warding has 
  no effect on that creature. Any creature striking at her 
  with a melee weapon or natural attack is subject to the 
  veil’s effect (although creatures using reach weapons 
  are not). The warding provides concealment to the 
  initiate, but she can see out with no hindrance. It lasts 
  1 minute per level or until dismissed. 
   
  Area: An area warding affects an initiate’s space 
  and all adjacent squares a sphere 15 feet in diameter for 
  a Small or Medium initiate, 20 feet in diameter for a 
  Large initiate, and so on).  Any creature who remains 
  adjacent to the initiate gains the benefit of the 
  warding’s protection, even if part of its body lies 
  outside the sphere.  Moving out of the warding 
  (stepping away from the initiate) is completely safe, but 
  anyone attempting to enter the warding – even 
  someone who was formerly inside and left it – 
  becomes subject to the effects of the chosen veil.  The 
  warding moves with the initiate, but she cannot force 
  another creature to pass through it (for example, by 
  moving adjacent to an enemy). If she does force a 
  creature to pass through, the warding has no effect on 
  that creature.  This warding provides concealment to 
  all within from the creatures outside, but anyone 
  inside the warding can see out with no hindrance. 
   
  Wall: This warding takes the form of a wall, up to 
  10 feet long and 5 feet high per initiate class level. For 
  example, a 3
  rd-level Initiate of the Sevenfold Veil could 
  create a warding wall 30 feet long and 15 feet high.  
  The wall can be made smaller, but it is not otherwise 
  shapeable. The wall must begin within 30 feet of the 
  initiate, but can extend beyond that distance. The wall 
  is immobile once created.  An initiate may choose to 
  make crossing the wall in one direction safe, if she 
  chooses.  In any event, she can pass through her own 
  warding wall with no danger.  This warding provides 
  concealment to creatures on either side.  It lasts for 10 
  minutes per level of until dismissed. 
   
  Veils: When an initiate creates a warding, she can 
  choose an imbue the warding with any one veil she 
  knows how to create.  These veils duplicate the layers 
  of a prismatic wall and are described below.  An 
  initiate’s caster level for these veils is equal to her 
  arcane spellcaster level. 
   
  Red Veil: The first veil an initiate learns is the red 
  veil. A warding imbued with this veil blocks all 
  nonmagical attacks and missiles.  A creature crossing a 
  red veil takes 20 points of fire damage (Reflex half).  A 
  cone of cold spell or effect destroys a warding with this 
  veil but is negated in the process.  A warding with this 
  veil is the equivalent of a 4
  th-level spell. 
   
  Orange Veil: At 2
  nd level, an initiate learns the 
  secret of the orange veil.  A warding with this veil halts 
  magical ranged attacks, including spells that conjure 
  missiles (such as Melf’s acid arrow) or create rays (such 
  as disintegrate or a beholder’s eye rays) but not spells 
  that do not require a ranged attack (such as magic 
  missile). A creature crossing an orange veil takes 40 
  points of acid damage (Reflex half).  A gust of wind 
  spell or similar effect destroys the veil but is negated in 
  the process.  A warding with this veil is the equivalent 
  of a 5
  th-level spell. 
   
  Yellow Veil: An initiate of the 3
  rd level or higher 
  can create a yellow veil.  This veil prevents gases or 
  clouds from entering the warded area, and it defeats 
  petrification attcks.  In addition, a character inside a 
  personal or area warding imbued with a yellow veil has 
  immunity to poison introduced from outside the 
  warding (such as from a creature with an envenomed 
  weapon striking through a barrier). A creature crossing 
  a yellow veil takes 80 points of electricity damage 
  (Reflex half). A disintegrate spell destroys the veil but 
  is negated in the process.  A warding with this veil is 
  the equivalent of a 6
  th-level spell. 
   
  Green Veil: A 4
  th-level initiate masters the green 
  veil.  This veil stops the passage of breath weapons. A 
  creature crossing a green veil must succeed on a 
  Fortitude save or die; on a successful save, the creature 
  takes 1d6 point of Constitution damage.  This veil is a 
  poison effect.  A passwall spell destroys a green veil. A 
  warding with this veil is the equivalent of a 6
  th-level 
  spell. 
   
  Unimpeachable Abjuration (Ex): An initiate’s 
  abjuration spells are particularly difficult to defeat with 
  spells or effects that dispel them.  An initiate can add 
  her class level to the DC to dispel any abjuration spell 
  or effect she creates. 
   
  Unanswerable Strike (Ex): Due to her study of 
  magical defenses, an initiate learns how to defeat them 
  more easily.  At 2
  nd level and higher, she gains a +2 
  bonus on coaster level checks to counter or dispel 
  abjuration spells.  At 6
  th level, this bonus increased to a 
  +4 bonus. 
   
  Reactive Warding (Sp): At 4
  th level, an initiate 
  learsn to create a warding (See above) in response to an 
  attac.  She can raise a warding as an immediate action 
  (see page 86), after an opponent begins an action but 
  before it is completed.  For example, if she sees an 
  enemy warrior charging her, she can raise a warding to 
  
  Ket6-02 Rules of Engagement 
   
  Page 49 
  protect herself.  The opponent can choose to continue 
  the charge through the warding or can halt outside it. 
   
  Possessions: scroll of mage armor, ring of 
  counterspells (glitterdust), +4 headband of intellect, 
  vest of resistance +3, masterwork sap, sap (2), dagger 
  (2), red and blue robes with symbol of the Pax Mercuri 
  – Arts, longsword. 
   
  Languages:  Baklunish, Common, Flan, Oerdian. 
  * see Appendix Two: New Rules Items 
  Gnollbane; Familiar – Hawk; tiny magical beast;  HD 
  13HD; hp 40; Init +3; Spd 10 ft, 60 ft fly (average); AC 
  21 (+2 size, +6 natural, +3 dex) touch 15, flat-footed 18; 
  Base Atk +7; Grp -3; Atk +13 (1d4-2 talons); Full Atk 
  +13 melee (1d4-2, talons); Space/Reach 2 ½ ft/0 ft; SQ 
  low-light vision,  improved evasion, share spells, 
  empathic link, deliver touch spells; SV Fort +5, Ref +8, 
  Will +12; Str 6, Dex 17, Con 10, Int 9, Wis 14, Cha 6; 
   
  Skills and Feats: Concentration +14, Knowledge 
  (arcane) +17, Knowledge (nature) +15, Knowledge 
  (local – iuz) +15, Listen +2, Profession (gambler) +16, 
  Profession (mercenary) +14, Ride +8, Spellcraft +15, 
  Spot +14; Weapon Finesse. 
  Lofar: Female dwarf Pal12/War1; Medium Humanoid; 
  CR 12; HD 12d10+36+1d8+3; hp 119; Init +1; Spd 20 ft; 
  AC 26 (+10 for +2 full plate, +1 dex, +1 ring of 
  protection, +4 for +2 heavy steel shield) touch 12, flat-
  footed 25; Base Atk +13; Grp +17; Atk +18 melee 
  (1d10+5, +1 merciful dwarven axe) or Atk +14 ranged 
  (1d8+4, composite (+4 str) longbow); Full Atk 
  +18/+13/+8 melee (1d10+5, +1 dwarven axe) or Atk 
  +14/+9/+4 ranged (1d8+3, composite (+4 str) longbow); 
  SA smite evil 3/day; SQ Dwarf traits, detect evil, aura of 
  good, lay on hands, divine grace, aura of courage, 
  divine health, turn undead, special mount, remove 
  disease 3/week; AL LG; SV Fort +17, Ref +9, Will +8; 
  Str 18, Dex 12, Con 16, Int 8, Wis 10, Cha 17; 
   
  Skills and Feats: Ride +17; Cleave, Mounted 
  Combat, Ride-By Attack, Power Attack, Spirited 
  Charge. 
   
  Possessions: +2 full plate, +2 heavy steel shield, +1 
  vest of resistance, +1 ring of protection, +2 gloves of 
  strength, +2 cloak of charisma, +1 merciful dwarven 
  axe, cold iron dwarven axe, saps (4), daggers (4), 
  composite (+4 str) longbow,  cool green robes. 
   
  Languages:  Common, Dwarf. 
  Single: Male Half-Orc Bbn1/Scout11; Medium 
  Humanoid; CR 12; HD 1d12+11d8+24+12; hp 105; Init 
  +5; Spd 60 ft; AC 21 (+7 for +3 mithral chain shirt, +3 
  dex, +1 ring of protection) touch 14, flat-footed 18; Base 
  Atk +9; Grp +14; Atk +15 (1d10+8, +1 merciful heavy 
  flail); Full Atk +15/+10 melee (1d10+8, +1 merciful 
  heavy flail); SQ orc traits, darkvision 60’, fast 
  movement, skirmish (+3d6, +3 AC), trapfinding, battle 
  fortitude +2, uncanny dodge, trackless step, fast 
  movement +20 ft, evasion, flawless stride, camouflage, 
  blindsense (30 ft); AL LN; SV Fort +11, Ref +12, Will 
  +8; Str 21, Dex 16, Con 14, Int 6, Wis 14, Cha 6; 
  Skills and Feats: Climb +19, Hide +14, Listen 
  +15, Spot +20, Survival +15; Blind-Fighting, Dodge, 
  Elusive Target*, Hear the Unseen*, Improved 
  Toughness*, Mobility, Spring Attack. 
   
  Skirmish (Ex): A scout relies on mobility to 
  deal extra damage and improve her defense.  She deals 
  an extra 1d6 points of damage on all attacks she makes 
  during any round in which she moves at least 10 feet.  
  The extra damage applies only to attacks taken during 
  the scout’s turn. This extra damage applies only to 
  attacks taken during the scout’s turn. This extra 
  damage increases by 1d6 for every four levels gained 
  above 1
  st (2d6 at 5
  th, 3d6 at 9
  th, 4d6 at 13th and 5d6 at 17
  th 
  level). 
   
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits.are 
  not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot.  Scouts 
  can apply this extra damage to ranged attacks made 
  while skirmishing, but only if the target is within 30 
  feet. 
   
  At 3
  rd level, a scouts gains a +1 competence 
  bonus to Armor Class during any round in which she 
  moves at least 10 feet. The bonus applies as soon as the 
  scout has moved 10 feet, and last until the start of her 
  next turn.  This bonus improves by 1 for every four 
  levels gained above 3
  rd (+2 at 7
  th, +3 at 11
  th, +4 at 15
  th, and 
  +5 at 19
  th level). 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load.  If she gains the skirmish ability from 
  another class, the bonuses stack. 
   
  Battle Fortitude (Ex): At 2
  nd level, a scout 
  gains a +1 competence bonus on Fortitude saves and 
  initiative checks.  This bonus increased to +2 at 11th 
  level and +3 at 20
  th level.  A scout loses this ability when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load.  
  
  Ket6-02 Rules of Engagement 
   
  Page 50 
   
  Flawless Stride (Ex): Starting at 6
  th level,  a 
  scout can move through any sort of terrain that slows 
  movement (such as undergrowth, rubble and similar 
  terrain) at her normal speed and without taking 
  damage or suffering any other impairment. 
   
  This ability does not let her move more 
  quickly through terrain that requires a Climb or Swim 
  check to navigate, nor can she move more quickly 
  through terrain or undergrowth that has been 
  magically manipulated to impede motion. 
   
  A scout loses this ability when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load.   
   
  Ex-Barbarian:  Single is an ex-barbarian as a 
  result of his shift to a Lawful alignment.  He loses rage 
  as an ability. 
   
  Possessions: climber’s kit (wearing), +2 vest of 
  resistance, +2 gloves of dexterity, +3 mithral chain 
  shirt, eyes of the eagle, +1 ring of protection, dagger 
  (2), dark blue robes, +1 merciful heavy flail, cold iron 
  heavy flail, alchemical silver heavy flail. 
   
  Languages:  Common, Orcish. 
  * see Appendix Two: New Rules Items 
   
   
   
    
  
  Ket6-02 Rules of Engagement 
   
  Page 51 
  Appendix Two: New Rules Items
  Darkstalker [General] as presented in Lords of 
  Madness 
  You have learned how to stalk and surprise creatures 
  whose senses are very different from those of a 
  humanoid. 
  Benefit: When you hide, creatures with blindsense, 
  blindsight, scent or tremorsense must make a Listen 
  check or a Spot check (whichever DC is higher) to 
  notice you, just as sighted creatures would make Spot 
  checks to detect you.  You cannot hide in plain sight 
  unless you have that ability as a class feature.  In 
  addition, you can flank creatures that have the all-
  around vision special quality. 
  Normal: Creatures with these senses do not need to 
  make Spot or Listen checks to notice other creatures 
  within range. Creatures with all-around vision can’t be 
  flanked. 
  Divine Metamagic [Divine] as presented in 
  Complete Divine 
  You can channel energy into some of your divine spells 
  to make them more powerful. 
   
  Prerequisite: Ability to turn undead or rebuke 
  undead. 
   
  Benefit: When you take this feat, chose a 
  metamagic feat (*errata, that you already possess). This 
  feat applies only that metamagic feat. As a free action, 
  you can take the nergy from turning or rebuking 
  undead an use it to apply a metamagic feat to spells that 
  you know.  You must spend one turn or rebuke 
  attempt, plus an additional attempt for each level 
  increase in the metamagic feat you’re using. Because 
  you are using positive or negative energy to augment 
  your spells, the spell slot for the spell doesn’t change. 
   
  Special: This may be taken multiple times.  Each 
  time you take this feat, choose a different metamagic 
  feat to which to apply it. 
  Elusive Target [Tactical] as presented in 
  Complete Warrior 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foes gains no bonus on the damage roll 
  but still takes the corresponding penatly on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you 
  must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat. 
  The first attack of the round from the designated 
  attacker automatically misses you and may strike the 
  other flanking foe instead; the attacking creature 
  makes an attack roll normally, and its ally is considered 
  flat-footed.  If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by move 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
  Flick of the Wrist [General] as presented in 
  Complete Warrior 
  With a single motion, you can draw a light weapon and 
  make a devastating attack.. 
   
  Prerequisites: Dex 17, Sleight of Hand 5 Ranks, 
  Quick Draw. 
   
  Benefit: If you draw a light weapon and make a 
  melee attack with it in the same round, you catch your 
  opponent flat-footed (for the purpose of this attack 
  only).  You may use this feat only once per round and 
  once per opponent during any single combat 
  encounter. 
  Hear the Unseen [General] as presented in 
  Complete Adventurer 
  Your sense of hearing is so acute that you can partially 
  pinpoint an opponent’s location by sound, allowing 
  you to strike even if the opponent is concealed or 
  displaced.. 
   
  Prerequisites: Listen 5 Ranks, Blind-Fighting. 
   
  Benefit: As a move action that does not provoke 
  attacks of opportunity, you can attempt a DC 25 Listen 
  check.  If successful you can pinpoint the location of 
  all foes within  30 feet, as long as you have line of effect 
  
  Ket6-02 Rules of Engagement 
   
  Page 52 
  to them.  This benefit does not eliminate the normal 
  miss chance for fighting foes with concealment, but it 
  ensures that you can target the correct square with 
  your attacks. 
   
  If you are deafened or within an area of silence, 
  you can’t use this feat.  If an invisible or hidden 
  opponent is attempting to move silently, your Listen 
  check is opposed by your opponent’s Move Silently 
  check, but your opponent gains a +15 bonus on this 
  check.  This feat does not work against perfectly 
  silently opponents, such as incorporeal creatures. 
  Improved Toughness [General] as presented in 
  Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice.  Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point.  If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
  Sculpt Spell [Metamagic] as presented in 
  Complete Arcane 
  You can alter the area of spells 
   
  Prerequisites: Any metamagic feat. 
   
  Benefit: You can modify an area spell by changing 
  the area’s shape to either a cylinder (10-foot radius, 30 
  feet high), a 40-foot cone, four 10-foot cubes, a ball (20-
  foot radius spread), or a 120 foot line.  The sculpted 
  spell works normally in all respects except for its 
  shape.  
   
  A sculpted spell uses a spell slot one level higher 
  than the spell’s actual level. 
  Staggering Strike [General] as presented in 
  Complete Adventurer 
  You can deliver a wound that hampers an opponent’s 
  movement. 
   
  Prerequisites: Base attack bonus +6, sneak attack. 
   
  Benefit: If you deal damage with a melee sneak 
  attack, you can also deliver a wond that limits your 
  foe’s mobility.  For 1 round (or until the target is the 
  beneficiary of a DC 15 Heal check or any magical 
  healing that restores at least 1 hit point, whichever 
  comes first), your target is treated as if it were 
  staggered, even if its nonlethal damage doen’t exactly 
  equal its current hit points.  A target can resist this 
  effect bymaking a successful Fortitude save (DC equal 
  to damage dealt).  Multiple staggering strikes on the 
  same creature do not stack. This feat has no effect on 
  creatures not subject to sneak attack damage. 
  Sudden Silent [Metamagic] as presented in 
  Complete Arcane 
  You can cast a spell silently without special 
  preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Silent Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time.  You can still use Silent Spell normally if 
  you have it.  
  Earthbind as presented in Spell Compendium 
  Transmutation 
  Level:  Druid 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time:  1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 minute/level (D) 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  You hinder the subject creature’s ability to fly (whether 
  through natural or magical means) for the duration of 
  the spell.  If the target fails its saving throw, its fly 
  speed (if any) becomes 0 feet.  An airborne creatures 
  subjected to this spell falls to the ground as if under the 
  effect of a feather fall spell.  Even if a new effect would 
  grant the creature the ability to fly, that effect is 
  suppressed for the duration of the earthbind spell. 
   
  Earthbind has no effect on other forms of 
  movement, or even on effects that might grant 
  airborne movement without granting a fly speed (such 
  as jumping or levitate or air walk). 
  
  Ket6-02 Rules of Engagement 
   
  Page 53 
  Appendix Three – Map 
  
  Ket6-02 Rules of Engagement 
   
  Page 54 
  Appendix Four – Laws of Ket 
  These are a summary of some of the crimes, punishments, and play requirements for crimes that may occur during play. 
   Crimes, punishments, and mitigating circumstances (in the case of a reduced sentence) should be recorded on the AR. 
  Play req’s 
  Title 
  Definition 
  Penalty 
  Mitigating Circumstance 
  Life in the mines 
   
  Murder 
  Kidnapping 
  Torture 
  Death, 
  kidnapping, 
  torture of a citizen of 
  Ket.* 
  26 TU in the mines 
  Self defense ** 
  52 TU in the stocks 
   
  Manslaughter*** 
  Kidnapping 
  Torture 
  Death, 
  kidnapping, 
  torture of a resident of 
  Ket, or a horse.* 
  10 TU in the stocks 
  Self defense ** 
  10 TU in the stocks 
   
  Aggravated 
  Assault causing: 
  Death  
  Kidnapping 
  Torture 
  Death, 
  kidnapping, 
  torture of a person (not a 
  citizen or resident).* 
  0 TU in the stocks 
  Self defense ** 
  10 TU in the stocks 
  If the damage inflicted resulted in 
  loss of consciousness. 
  5 TU in the stocks 
  If the damage inflicted on the 
  victim did not reduce them to 
  negative hit points. 
  Aggravated 
  Assault  
  Lethal damage inflicted 
  on a citizen, resident, 
  horse. 
  2 TU in the stocks 
  Repairing lethal damage reduces 
  the sentence to that of minor 
  assault 
  2 TU in the stocks 
   
  Assault 
  Non 
  lethal 
  damage 
  inflicted on a citizen, 
  resident, or horse. 
  Damage on a person 
  (Not 
  a 
  citizen 
  or 
  resident). 
  0 TU in the stocks 
  Any reasonable excuse is provided 
  where the PC did not initiate the 
  combat. 
  GP fine equal to double 
  amount stolen / damaged / 
  not reported. 
  If PC has enough money to cover 
  the fines. 
  The DM must ensure that the players know their actions will incur  these penalties 
  Vandalism 
  Property damage 
  Tax Evasion 
  Theft 
  Killing an Elf 
  Damage 
  to 
  property, 
  earnings not reported, 
  items stolen, killing of 
  an elf. 
  1 TU per 10 gp stolen / 
  damaged / not reported of 
  Indentured 
  Servitude 
  or 
  manual labor. 
  This is an alternative punishment 
  for those who cannot pay the 
  fines.  
  * Paying for a successful raise dead automatically reduces the sentence to that of aggravated assault. 
  ** Or any other similarly reasonable excuse (DM’s discretion)  
  *** Also include penalties of Theft/Property damage in the case of a horse. 
  NOTE: PCs who are not able to provide a suitable mitigating circumstance to reduce their penalty may instead try to reduce their 
  sentence with legally wrangling and influence. A successful Diplomacy or Profession (law) check [DC 20+APL] will reduce the 
  maximum TU penalty by half. PCs may not use both a mitigating circumstance and legal wrangling to reduce their sentence further. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/596/Normal Scenarios/KET6-02 - Rules of Engagement (APL 2-12)/KET6-02 - Rules of Engagement.pdf