TEXT: LKOK19 
   
   
   
   
   
   
   
  Blossoms 
  A One-Round D&D Living Kingdoms of Kalamar Adventure 
  An Adventure for 1st- to 7th-Level Characters  
  By Greg Manuel 
  Edited by Andrew Garbade 
   
  Wonderful news streaks across the Young Kingdoms as rare medicinal flowers have been discovered 
  near the village of Tarido. The PCs are sent to recover sprigs of white ilem from the north shore of Lake 
  Eb’Sobet, but they chance upon a scene that may change the future of Pekal. Can the characters keep 
  their wits about them in trials more deadly than combat? What does the discovery of white ilem blossoms 
  really portend? The characters must search for the answers to these questions and more for they hold the 
  very destiny of Pekal in their hands. An adventure for ATLs 1, 3, 5, and 7. 
   
   
   
   
   
   
  The title, series name if there is one, ImageQuest, the ImageQuest logo, the Kenzer and Company logo, Living Kingdoms of 
  Kalamar, the Living Kingdoms of Kalamar logo and Pekal Gazetteer are trademarks of Kenzer and Company. Kingdoms of Kalamar 
  and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company. © Copyright 2002, Kenzer and Company, 
  Inc. All rights reserved. Dungeons & Dragons, Dungeon Master, D&D, RPGA, Living, the d20 system logo and the Wizards of the 
  Coast logo are all trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by Kenzer & Company 
  under license. © 2002 Wizards of the Coast, Inc.
   
   
  
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully 
  so that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
  AVERAGE TABLE LEVEL (ATL) 
  LKoK uses ATL rather than Average Party Level 
  (APL) in an effort to offer challenging adventures 
  without massacring smaller or imbalanced 
  tables. What this means is that, to calculate the 
  ATL for a table, the levels of all the player-
  characters are added together. That number is 
  divided by six regardless of how many player-
  characters there actually are. This number 
  constitutes the party’s ATL (rounded to the 
  closest integer). If that number is not offered in 
  the adventure, the players may choose if they 
  play up (a higher ATL) or down (a lower ATL). It 
  is against the spirit of the campaign to deny a 
  player an open spot at a table in an effort to 
  maximize the treasure for the other players at 
  the table. Twelve players should play in 2 tables 
  of 6 not 3 tables of 4. 
  Once you calculate the ATL write it here as you 
  will need it later for setting the DC of certain skill 
  checks. 
  ATL __________ 
   
  ADVENTURE NOTES 
  This module is an official supplement to the 
  Living Kingdoms of Kalamar campaign. It is 
  designed for 4 to 6 characters ranging from 1st 
  to 7h level. It is advised that PCs go through this 
  adventure with a full party, as the challenges 
  presented may overwhelm a small party of 
  adventurers. 
   You, the judge (the authority figure of the table 
  and the administrator of the adventure), need a 
  copy of the Dungeons & Dragons® 3rd Edition 
  revised 
  Player's 
  Handbook 
  and 
  Dungeon 
  Master's Guide (v.3.5) for this event. The 
  adventure takes place in the Kingdoms of 
  Kalamar setting in the Principality of Pekal. 
  Therefore, the DM should also have the 
  Kingdoms of Kalamar® Core Sourcebook and 
  the Kingdoms of Kalamar Player’s Guide. 
  Specific statistics for key Non-Player Characters 
  (NPCs) and other materials are included in the 
  appendix at the back of this adventure as well as 
  throughout the adventure text itself. Certificates 
  that may be photocopied are also included. The 
  DM should read this adventure entirely no less 
  than once before playing in order to ensure a 
  precise flow of events, as there are many 
  aspects relating to the flavor and culture that are 
  important to the Living™ Kingdoms of Kalamar 
  campaign and to this adventure. 
  This adventure deals with the growing threat of 
  war. Both sides know that the war between 
  Tokis and Pekal is going to become violent 
  again, perhaps more violent than the past ten 
  years of war. The crown is beginning to take 
  steps to ensure that the Pekalese military has 
  enough manpower to withstand the Tokite army 
  and 
  the 
  possible 
  reinforcement 
  by 
  the 
  Kalamaran legions. 
  CALENDAR AND CLIMATE 
  It is early Mustering, and the cold winter is 
  nearly behind Pekal. Farmers have begun their 
  planting season, and large military movements 
  have begun in earnest.  
  There are no environmental challenges in this 
  modules. Nights are cool, but not uncomfortable, 
  with temperatures near 13º Celsius. Days see 
  high temperatures near 20º Celsius. 
  MODULE NOTES 
  Just remember that the people of Paru’Bor see 
  things along different lines than sometimes we 
  do. You may have Fhokki PC’s in your party, this 
  does not afford them special privileges!  The 
  Paru’Boran Fhokki will see them as Pekalese. 
  Also keep in mind that any harmful action that a 
  PC takes against any citizen of Koreta will get 
  them expelled.  
  BACKGROUND 
  The situation is becoming more grim as the 
  season passes. More and more refugees flood 
  in from the Eastern border as rumors of a Tokis 
  offensive can be heard on every street corner. 
  Unbeknownst to most of the populace of Pekal, 
  Paru’Bor has been withdrawing their support of 
  the Pekalese military effort. Pekal has sent 
  many diplomatic envoys to try to smooth things 
  over but it seems that Paru’Bor does not want to 
  close the rift. Prince Kafen has deployed his 
  most capable diplomat in a final push to secure 
  the alliance with Paru’Bor. 
  Blossoms 
  Living Kingdoms of Kalamar 
   
  1
  
  ADVENTURE SYNOPSIS 
  Introduction: 
  The characters receive a note from various 
  groups 
  about 
  a 
  herbalist 
  who 
  is 
  hiring 
  adventurers for a errand.  
  Encounter 1: 
  The PCs meet Rijani the Dejy herbalist who 
  asks them to retrieve some white ilem blossoms 
  from the northern shore of Lake Eb’Sobet.  
  Encounter 2: 
  On their way to collect the white ilem, the PCs 
  encounter a group of Fhokki attacking a group of 
  Pekalese soldiers protecting an overturned 
  carriage.  
  Encounter 3: 
  The Characters meet Balamir Hap’Nim who 
  answers questions about what happened, and 
  eventually asks them to help escort him Koreta. 
  Characters with certain items may gain more 
  information than others. 
  Encounter 4: 
  The PCs encounter a farmer who has had a run 
  of misfortune. Balamir doesn’t seem to want to 
  stop but will if the PC’s insist on helping the old 
  man. 
  Encounter 5: 
  Balamir tells the PC’s that the envoys and 
  what’s left of the actual guards are going to 
  complete the mission they were sent to do. The 
  PC’s are to go about town and remember that 
  they 
  are 
  representative 
  of 
  the 
  Pekalese 
  government. They are to avoid confrontations 
  and bloodshed at all costs.  
  Encounter 6: 
  At this point the module breaks off into several 
  events that can happen depending where the 
  PC’s go and what time allows: a. Bar - Bar fight. 
  b. Store – Accused of Thievery c. Town Square 
  – Ruffians d. Street – Mob of angry Fhokki. All of 
  these events must be resolved without using any 
  lethal means. Any bloodshed will result in the 
  diplomatic envoy being kicked out of Koreta and 
  the PC’s jailed and/or fined depending on the 
  severity of the crime. 
  Conclusion: 
  If the PC’s remember about there original job, on 
  the way back they still have time to harvest 
  some white ilem Blossom. They will be able to 
  recover 40 blossoms. When they get back to the 
  shop, Rijani will thank them and if they 
  successfully went through Koreta without getting 
  kicked out or jailed, he will give them a pendant. 
  He tells them that it is from the man that gave 
  him their names and told him that they were an 
  excellent choice to gather white ilem blossoms 
  for him. 
  INTRODUCTION 
   
  Summary: The characters receive a note from 
  various groups about a herbalist who is hiring 
  adventurers for a errand. 
  Those Devoted to Divine Powers: These PCs 
  receive a note from their respective churches to 
  help an herbalist Rijani gather white ilem 
  blossoms. Because of their healing properties, 
  and the recent change in the way raise dead 
  functions on Tellene (see Raising Kine), the 
  potential benefits of a large supply cannot be 
  overstated.  
  Those skilled in stealth and guile: There has 
  been a shortage of curative items due to an 
  influx of demand. White ilem blossoms would 
  fetch a high price on the black market. You know 
  that gathering them can be a deadly job so your 
  interest is piqued when an herbalist advertises 
  that he is hiring a group to undertake such a 
  mission. Surely there will be enough for you to 
  harvest a few extra. 
  Those who Value Coin Above All Else: One of 
  your usual job contacts has provided you with a 
  lead on a job. It seems that a herbalist named 
  Rijani wants to send a party of adventurers to 
  gather some blossoms. 
  Those of Arcane Might: Your superiors at the 
  College of Magic have told you to assist a 
  herbalist named Rijani in the gathering of white 
  ilem blossoms. It seems that the College has 
  uses for the flowers and needs to replenish their 
  stores. They indicate that they have cut a deal 
  with Rijani for a portion of the finished product 
  and are sending you to ensure the shipment 
  arrives. 
  Those of the Forest or Hills: It seems that an 
  herbalist named Rijani has need of harvesting 
  white ilem blossoms. He is well-known around 
  Bet Rogala for his efforts to ply his trade with as 
  little damage to the natural world as possible. He 
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  Living Kingdoms of Kalamar 
   
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  has sent word to some of the local druids and 
  rangers that he would appreciate someone to 
  accompany a group he is sending to harvest 
  blossoms. Not only does he wish the individual 
  to oversee the collection, but also ensure that 
  minimal damage is done to plants that are not 
  yet ready for harvest. 
  ENCOUNTER 1 
  Rijani, the old Dejy merchant 
  Summary: The PCs meet Rijani the Dejy 
  herbalist who asks them to retrieve some white 
  ilem blossoms from the northern shore of Lake 
  Eb’Sobet. 
  You walk into one of the many shops in the 
  Merchant’s District of Bet Rogala. Unlike 
  many of the other shops in this section of 
  the District this one has many hanging racks 
  of weeds and bulbs of different plants. The 
  pungent smell assails you when you step 
  through the door and look around. A bell 
  rings and a wizened old Dejy man steps from 
  behind a curtain in the back. He seems to be 
  helping a younger Dejy woman with a 
  package of herbs. 
  Speaking in Low Kalamaran, “Now, Reilly, 
  this should help with his cough. If it gets any 
  worse you come back to old Rijani and I’ll 
  make something a little more powerful.”  
  The woman nods her understanding and 
  manages a small smile on her obviously 
  concerned face. She turns from the man and 
  makes her way to the door. Rijani watches 
  her leave then he looks at you. “Well, what 
  can Rijani do for you today? More people 
  coughing? Perhaps some persistent odors 
  that just won’t go away? If you all are 
  together, I can give you a great deal on a 
  bundle of Basiran Soap! ” 
  This is a good time for the characters to 
  introduce themselves to each other. Rijani waits 
  until all have confirmed that they are not 
  customers and to indicate that they wish to apply 
  for the job. 
  “Well, this is good; I’m glad my summons 
  was answered. The job is simple. Travel 
  north to the village of Tarido on the shores of 
  Lake Eb’Sobet. I’ve got confirmed reports 
  that while ilem is growing in some of the 
  high grasses near the shore of the lake about 
  a mile outside Tarido. Be careful, the lake 
  has many predators in and around it. The job 
  pays 2 victories per stem, and I need 200 
  stems. If you have the time, get a few extra 
  pieces and I’ll fix up a couple of free samples 
  for you. What do you say?”  Rijani cocks 
  one eyebrow almost making himself look like 
  a caricature of a Dejy man. 
  Give the PCs time to ask questions and/or 
  agree. Some of the things that Rijani might 
  answer are:  
  • 2 victories (gp) per branch is the offer; take it 
  or leave it.  
  • There are no special techniques required for 
  harvesting or storage of white ilem blossom. 
  Just cut the plants near the waterline and put 
  them in something so they don’t get ruined 
  from the elements (i.e. pouch, chest, etc).  
  • There is not a “time limit” a such, but the 
  sooner, the better. It will take the PCs 1 full 
  day of riding or 2 days of walking to arrive in 
  Tarido (~12 miles from Bet Rogala).  
  • Rijani cannot go because he has nobody to 
  stay and watch the store. That’s why he’s 
  hiring adventurers. 
  • Lake Eb’Sobet has had any number of foul 
  creatures climb out of its waters. Sea hags, 
  lacedons, other undead. And that’s not even 
  counting the horrible Giant Udo Crawling 
  Fish! (Old legend of the area that a giant fish 
  crawls out of the lake to devour people and 
  small animals that get too close – of course, 
  nobody has ever seen it – the judge is 
  encouraged to make up such an outlandish 
  tale it can scarcely be believed. Suggestions 
  include “teeth like longswords” and “stench 
  like a vulture after dinner” etc). 
  For everything else, be creative. Rijani is a 
  cantankerous Dejy man. 
  ENCOUNTER 2 
  The North Shore 
  Summary: On their way to collect the white 
  ilem, the PCs encounter a group of Fhokki 
  attacking a group of Pekalese soldiers protecting 
  an overturned carriage. 
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  3
  
  Tarido is quite busy for this time of year. The 
  discovery of white ilem has obviously been 
  of great benefit to the town as all the inns are 
  full, and many campsites can be seen near 
  the road outside the village.  
  Gather 
  Information 
  turns 
  up 
  little 
  new 
  information. White ilem seems to have just 
  started growing in the past few weeks, though 
  there are only a few people with the skills to 
  prepare for proper medicinal use. There is no 
  room inside town, and the PCs must set up a 
  camp outside the city limits to rest. When they 
  decide to try and find the white ilem, continue: 
  The weather has turned sour as you continue 
  along the shore of Lake Eb’Sobet. Rain has 
  moved in, and a light fog has risen across 
  the water and surrounding land.  
  Ask if the PCs wish to cast any spells, rearrange 
  their formation, etc. The time of day depends on 
  the method of travel they choose. They have 
  been walking for about 10 minutes when the 
  next section of box-text begins. 
  The rain continues for the next few minutes 
  as you move forward. Small rivulets of cold 
  water run down your clothes and armor as a 
  clear brazen horn breaks the stillness of the 
  fog. A second blast sounds, and then a third! 
  It seems to be coming from directly ahead of 
  you.  
  Give the PCs a moment to react. Spot check DC 
  25 to see glints of metal 150 feet ahead of the 
  PCs near the water’s edge. Their actions may 
  be different depending on the party make-up, 
  but read the following when the first few emerge 
  from the fog and arrive at the carriage. 
  The sight before you is a desperate one. A 
  large carriage lies on its side near the lake, 
  30 feet off the road. The ground between the 
  road and the carriage bears scars that 
  indicated the vehicle actually fell off the road 
  and turned over a few times before coming 
  to rest near the lake. Two horses lie 
  unmoving, their smashed bodies partially in 
  the water. All around the carriage are the 
  bodies of men wearing the insignia of the 
  Pekalese Army. One brave man fights 
  defensively against surrounding warriors, 
  but one gets in a low thrust and the brave 
  soldier grunts loudly before falling to the 
  ground. One of the Fhokki sees your group 
  emerge from the fog and shouts to some of 
  his companions who turn your direction.  
  The characters arrive during a combat round, 
  and so their actions have already been used 
  (likely just moving during the round to arrive at 
  the battle). Roll initiative as normal as there are 
  no surprise rounds. Additionally, the Fhokki are 
  not flat-footed as they were already engaged in 
  combat.  
  The wagon was hit by some kind of magical 
  effect that caused it to turn over and tumble off 
  the road. Both the horses pulling the wagon died 
  when it flipped over.  
  The warrior shouts “Hold them off!” in Fhokki. 
  These warriors all wear leather armor and use 
  longswords. Each of them wears a plain beige 
  tabard bearing no crest or badge.  
  • ATL 1: 
  2 Fhokki Warriors 
  • ATL 3:  
  4 Fhokki Warriors 
  • ATL 5:  
  4 Fhokki Soldiers 
  • ATL 7:  
  4 Fhokki Knights 
   
  Near the wagon, the same number of Fhokki 
  fighting the PCs are attacking two Pekal army 
  personnel. The guards and the Fhokki are 
  supposed to die in the first round from each 
  other’s 
  attacks 
  (the 
  guards 
  are 
  already 
  poisoned). The PCs may choose to intervene, 
  and if this happens, allow the PCs to save the 
  guards. Without healing, they soon suffer an 
  additional 2d6 Con from Wyvern Poison (DMG, 
  pg. 297) that was on the weapons in the initial 
  ambush (which has since worn off). If saved, 
  they are still very shaken from the ambush, and 
  Balamir insists they remain in Tarido to recover 
  (which he pays for, of course).  
  The Fhokki warriors fight until dead. If captured, 
  they attempt to escape or kill themselves at the 
  earliest opportunity. They do not talk, save to 
  say they were trying to capture “the murderer.” 
  All NPCs raised say the same thing, and there 
  was not an obvious Fhokki “commander” 
  present.  
  The Fhokki and their purpose is not fully 
  revealed in this module. Characters may search 
  if they choose, but they only find signs of a 
  simple campsite, and no other evidence or 
  tracks to follow. 
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  Living Kingdoms of Kalamar 
   
  4
  
  ENCOUNTER 3 
  Balamir 
  Summary: 
  The 
  Characters 
  meet 
  Balamir 
  Hap’Nim who answers questions about what 
  happened, and eventually asks them to help 
  escort him Koreta. Characters with certain items 
  may gain more information than others. 
  As you strike down the last opponent you 
  notice that the rest of the marauders have 
  also fallen. A dull thud emerges from the 
  carriage as the door, now on “top” of the 
  vehicle, slams open. An older man pulls 
  himself out to sit on the edge of the carriage. 
  His face is bloody and he appears a bit 
  disoriented. He appears to be a man of mixed 
  Kalamaran and Fhokki blood, between 40 
  and 60 years old. Clad in loose-fitting robes, 
  he moans slightly as his gaze lands on the 
  dead men surrounding the carriage. Pulling a 
  handkerchief from his pocket, he places it 
  over his nose as he slowly moves toward 
  you. 
  Balamir is very confused as he was knocked 
  unconscious when the carriage tumbled down 
  the hill. He has suffered 6 points of damage. 
  When appropriate (i.e. the characters speaking 
  with him or asking if they can heal him), 
  continue: 
  “The Magistrate must be smiling on me. 
  When that blasted carriage tipped over, I 
  knew I was dead. One minute, everything 
  was fine, then we heard all these Fhokki war 
  cries from the fog. Next thing I knew, the 
  carriage was hit by something, and it 
  tumbled off the road. Whoever you are, you 
  arrived just in time, and you have my thanks. 
  Might I know the names of those who saved 
  me?” 
  Knowledge (religion) DC 10 provides the name 
  “The Magistrate” is another name for The True. 
  Give the PCs a chance to respond.  
  While the PCs are talking Balamir is noticeably 
  distracted by the loss of a good portion of his 
  retinue. Here are some other talking points for 
  Balamir: 
  • He is Balamir Hap’Nim, a servant of Prince 
  Kafen, and Royal Diplomat of the Crown. 
  (True)  
  • He was at his home in Ka’afido, and he was 
  traveling to Koreta in response to the 
  Prince’s commands. (True) 
  • He did not hear anything before the carriage 
  fell over, but it was as if a great force struck 
  it, knocking it off the road and down the lake 
  shore. (True) 
  • His scribe was inside the carriage. When 
  Balamir came to, he saw his scribe’s head 
  twisted at an odd angle, obviously with a 
  broken neck. (True) 
  • He doesn’t have any idea who the people 
  are, save their race. The choice of weapons 
  they use is also strange, as most Fhokki he 
  has encountered have used larger, two-
  handed weapons. (True) 
  • He mentions that one of his men may be 
  responsible for a murder, but they were all 
  professional soldiers, and very dedicated to 
  his household and Pekal. While it is not 
  impossible, he finds the notion very unlikely. 
  (True) 
  • He doesn’t know anything about a murder, 
  and in fact hasn’t personally killed anyone in 
  over a decade. The last time was during a 
  border skirmishes when he served in the 
  army as a cavalry officer about twelve years 
  ago. Since then, he hasn’t even been 
  involved in a fight. (True) 
  If any characters have the Fang of Vevisalakale, 
  he also tells the entire group: 
  • Paru’Bor is sending signals that it has been 
  re-considering its alliance with Pekal. He 
  personally thinks they are testing Pekal to 
  see how desperate the country is with the 
  Tokis army preparing to strike any day now. 
  Their culture prizes strength, so he suspects 
  this is simply a way for them to see if Prince 
  Kafen is worthy of their friendship. He does 
  not see them siding with Kalamar, though if 
  Pekal ever proves unworthy, he could 
  envision Paru’Bor declaring neutrality in this 
  matter. (True) 
  Knowledge (arcana) or Spellcraft DC 15 tell 
  the PCs there are probably spells with the 
  “Force” descriptor capable of what he is 
  describing happened to the carriage, though 
  none they personally know about.  
  If asked to account for everyone, Balamir 
  notices 
  his 
  driver, Dareshny, 
  is 
  missing. 
  Dareshny is a Fhokki who served with Balamir in 
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  5
  
  the Pekal army for many years before retiring 
  and coming to serve the Diplomat as driver and 
  bodyguard. Any suggestion that Dareshny was 
  involved in the ambush is met with a 
  disapproving glance (Intimidate +25) from 
  Balamir. He does not believe Dareshny would 
  ever have anything to do with the attack. 
  A DC 25 Search of the lake area discovers 
  some torn and bloody clothing similar to 
  Balamir’s other retainers. This clothing is of a 
  larger size than the other soldiers, and Balamir 
  affirms that Dareshny was a large man, though 
  he can’t positively identify the clothes as worn by 
  the Fhokki (as everyone wore the same outfit 
  while on official business). Balamir does think it 
  likely as Dareshny was the largest man in his 
  service, though he cannot be sure.  
  Also, if the clothes are found, Balamir becomes 
  very withdrawn. It needs to be clear to the 
  players 
  that 
  Dareshny’s 
  death 
  is 
  more 
  distressing to the diplomat than the other 
  soldiers. This is because the two men knew 
  each other for over 20 years during their military 
  service and   
  Answer other questions as needed, then 
  continue: 
  “Since you have proven to be capable of 
  handling yourselves in a fight, I could use 
  your help, if you don’t mind me imposing on 
  your time. I seem to have a bit of extra coin 
  on my person, and wouldn’t mind paying 
  people such as yourself to replace my 
  escort. Unfortunately, my appointments are 
  of a time-sensitive nature, and I have no time 
  to stop in Bet Rogala for more men.” 
  Looking at the mangled carriage, he sighs 
  and turns back to you, “I never really liked 
  that stupid thing, but the Prince insisted I 
  used it on official business. I do feel sort of 
  responsible for it, but I guess there’s nothing 
  that can be done.” 
  “Anyhow, escort me to Koreta, and I’ll pay 
  each of you a fair wage. I think 4 Kingspieces 
  should cover it. As you are to be working for 
  me, I will of course pay for all expenses. I 
  just need you all to ride out front looking 
  mean.” 
  Balamir is willing to haggle, but he is not willing 
  to pay more than 5 Kingspieces (50 gold). Any 
  number between 40 – 50 is acceptable to him. 
  Balamir has a diplomacy skill +42. The PCs 
  must beat his diplomacy to get him to go higher.  
  If asked why he travels to Koreta, he tries to skirt 
  the issue, being vague and insisting he’s on “the 
  business of the Prince” while DC 10 Sense 
  Motive reveals he is telling them not to ask yet.  
  If the PCs accept, continue below: 
  Excellent. Let’s get to Tarido and we can hire 
  some locals to tend to the bodies of my 
  guards. While we’re there, I’ll purchase a 
  horse and tack for myself. We’ll stay the 
  night in the village, and start for Bet Rogala 
  early in the morning.  
  If the PCs accept the job, Balamir insists they 
  accompany him immediately. Locating the white 
  ilem may take some time, and he has already 
  lost precious hours because of the ambush.  
  Balamir also insists on an answer to his job offer 
  now. He plans to be long gone from Tarido by 
  the time it would take the PCs harvest the 
  plants.  
  Encounter 4 
  Broken Wagon 
  Summary:  The PC’s run into a farmer who’s 
  wagon’s wheel has broken. The farmer is 
  actually the father of one of the Koretan officials 
  that will be at the diplomatic meeting. 
   
  The trip to Koreta is peaceful, if rather 
  boring. As you get closer to Koreta, the long 
  road gives way to farmlands. Almost two 
  miles outside of Koreta your little company 
  passes a farmer who’s wagon wheel has 
  broken in a rut. He is an older Fhokki man 
  and appears to be having problems replacing 
  his wheel. 
  Give the PC’s a chance to tell you what they 
  wish to do. Balamir is be slightly annoyed at any 
  delay but does not fight the PC’s beyond his first 
  objection if they wish to help the farmer. The 
  farmer, Vosted, will be most thankful if the PCs 
  help him with his wagon. While fixing the wagon 
  Vosted tells the characters: 
  • You must be the diplomatic envoy that I 
  heard about. Its too bad that many of my 
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  kinsfolk feel that Pekal is merely leeching off 
  of Paru’Bor. 
  • You guys should watch yourself in Koreta. 
  Most of us don’t mind you Pekalese but 
  watch out, there are those that will test your 
  strength. 
  • With the current problems that we’ve been 
  having with Pekal it would be best if you kept 
  your heads down, if you know what I mean. 
  Some people will look for any excuse to 
  cause problems and you seem to be nice 
  people. 
  After the PC’s talk with Vosted, they will 
  probably have questions for Balamir.  He will 
  simply wave them off until they get to town and 
  are able to wash the dust of the road from 
  themselves. 
  Encounter 5 
  The Story Revealed 
  Summary: The company finally arrives in 
  Koreta. Balamir directs them to a nicely 
  appointed tavern named the Boar’s End. The 
  PC’s have a chance to wash up and relax before 
  they are called to dinner in the main room. 
  As you enter the main room of the inn, you 
  marvel at its design. The room is a replica of 
  a Fhokki longhouse with many pelts and the 
  head of a boar almost five feet across. Its 
  tusks are almost 4 feet long ending in wicked 
  points. The middle of the room is dominated 
  by a large table fully 20 feet long. The table is 
  set with a large meal, the main coarse being 
  a smaller cousin of the head adorning the 
  wall. Balamir sits at the head of the table 
  waving you over. 
  “I know that you have questions that need to 
  be answered about what is happening. You 
  must believe me when I say that I am on a 
  mission of the most delicate nature for 
  Prince Kafen. I could not tell you the exact 
  nature of our mission until I was completely 
  secure 
  with 
  you 
  and 
  your 
  intentions. 
  Paru’Bor and Pekal have been allies since 
  Pekal broke from the Kalamaran empire. 
  Pekal survives amongst its enemies due to 
  the strength of its allies. Well, the Fhokki of 
  Paru’Bor have begun to think that we are 
  taking advantage of their strength without 
  any return on their investment. I am here to 
  smooth over any animosity and secure the 
  alliance between Paru’Bor and Pekal once 
  more. 
  Now, while I am doing this you must be on 
  your best behavior. Any conflicts between 
  the people of Koreta could adversely affect 
  the talks that I am having. So make sure any 
  weapons stay in their sheathes. We cannot 
  afford any ‘incidents’.” 
  “I need you all to move around the city while 
  I am in the talks. A few hours a day should 
  be 
  fine. 
  While 
  you 
  are 
  not 
  official 
  representatives of the government, your 
  actions could have a great impact on the 
  local populace, if you handle yourselves with 
  civility.” 
  Balamir answers questions at this point. Further 
  information he can provide is: 
   
  • No, I cannot take you to the talks. I am a duly 
  appointed representative of Pekal and taking 
  mere adventurers to the talks would be a 
  slight against the Paru’Boran government. 
  • Remember that Fhokki value strength not 
  bloodshed. If confronted do not back down 
  but do not try to kill anyone.  
  • Your assistance here will be rewarded. If you 
  can keep your heads down you will have 
  assisted more than you know. 
  • If necessary, he reminds anyone with the 
  Fang of Vevisalakale they swore an oath to 
  Prince Kafen and so are required to abide by 
  these rules. 
  • The talks should take no more than three 
  days. 
  Encounter 6 
  Around the City 
  Summary: This encounter is broken up into 
  several smaller encounters. This part of the 
  adventure is free form and requires some 
  creativity on the part of the judge. 
   
  6a. The Bar 
  The PC’s head into one of the local taverns or 
  stay at the one that they are in. During their stay 
  one of the local toughs tries to start a fight with 
  them: 
  Blossoms 
  Living Kingdoms of Kalamar 
   
  7
  
  A tall blonde Fhokki man approaches your 
  table as you try to enjoy the simple 
  pleasures of the tavern. He smells strongly 
  of liquor as he looks at you and sniffs the air. 
  ”Hey, Norda, do you smell dog in ‘ere. Cause 
  I smell dog and its given me stomach a turn,” 
  he says as he sidles up to (Pick a PC) and 
  “accidentally” spills there drink on them. 
  Have fun with this role-playing encounter. The 
  man is obviously a bit drunk, and has come to 
  think he is nearly invincible (wild boasting would 
  be very appropriate for this individual). The man 
  wants a fight but can be talked down by a DC 25 
  Diplomacy check. Alternatives to Diplomacy 
  include a contest of strength (i.e. arm wrestling, 
  “friendly” boxing, etc). Just remember that if they 
  use lethal force they are tossed out of Koreta at 
  the soonest available time.  
  Contest of Strength 
  Whatever it is, use opposing strength checks; 3 
  consecutive higher results “wins” the match.  
  After the first three checks, each contestant 
  must make a Fort save DC 15. If they fail, they 
  subtract 2 from their Strength check.  
  Each successive round, the participant’s Fort 
  save DC increases by 3 (i.e. 3rd round – DC 15; 
  4th round – DC 18; 5th round – DC 21) and the 
  penalty increases by 1 (i.e. 3rd round: -2 penalty; 
  4th round: -3 penalty; 5th round: -4 penalty) 
  The Fhokki man wishes to beat two of the PCs 
  to prove his superiority. If he does, he happily 
  leaves the establishment, boasting of his 
  prowess.  
  If any of the PCs beat him, he begins getting 
  violent and attacks. However, at the end of the 
  first round, his friends restrain him, and drag him 
  out of the tavern. As long as the PCs do not 
  draw blood, they are fine. If they attacked for 
  real damage, they are thrown out of the city.  
  Use the statistics for the Fhokki warriors from 
  Encounter 2.  
  • ATL 1-3: 
  1 Fhokki Warrior 
  • ATL 5:  
  1 Fhokki Soldier 
  • ATL 7:  
  1 Fhokki Knight 
   
  6b. A store 
  This encounter happens if the PCs go to a store 
  in Koreta. Possibly to see a weaponsmith or 
  armorsmith, but this can be adapted for just 
  about any other merchant. First read this (adapt 
  as needed): 
  As you walk through the door you notice the 
  hustle and bustle of a busy day. The store 
  owner is busily going from one customer to 
  the next.  
  Give the PCs a DC 18 Spot check to notice the 
  pick-pocket. If anyone succeeds, continue 
  below: 
  As you make your way up to the head of the 
  line you notice a small women deftly 
  bumping into one of your companions, her 
  hand moving quickly, as if she held 
  something  
  If they try to talk or grab her, then read: 
  As the smaller Fhokki woman realizes you 
  have caught her she gives you a coy smile 
  and a wink “Ah, well, better luck next time.” 
   
  Raising her voice, “Hey Bricklan, we got 
  ourselves a couple of thieves here. Look 
  what I found on one of them,”  she says 
  producing a small ________(trinket, dagger, 
  etc.) 
   
  If they don’t see her, just read the following: 
  “Hey, Bricklan, we got ourselves a couple of 
  thieves here. Look what I found on one of 
  them,”  she says producing a small 
  ________(trinket, dagger, etc.) 
   
  Have the PC’s make a DC 15 Spot check. 
  Those that succeed realize that another patron 
  is taking this opportunity to procure items from 
  the shelves. If they point this out the owner 
  immediately tries to stop the two Fhokki thieves. 
  Otherwise, the owner will look for recompense 
  from the PCs. The owner doesn’t really trust the 
  woman so the PCs can easily convince him they 
  are not thieves with a DC 20 Diplomacy check. 
  They could also simply pay for the item which 
  satisfies the merchant.  
  They may also try to apprehend the thieves 
  themselves. Remember that any use of lethal 
  force will cause the PC’s to be expelled from 
  Koreta. 
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  8
  
   
  All APLs:  
  2 Fhokki Rogues 
  If combat begins, the map should be a simple 
  square building with a counter and a few 
  shelves. Windows on all four walls, and a 5-foot 
  door on one side.  
   
  6c. Town Square 
  If the PCs head toward Town Square or are just 
  wandering the city then they eventually find 
  themselves in the Town Square. Some of the 
  Koretan populace has gathered to hear many 
  people speak on a variety of topics. One the 
  people that is speaking named Karrous is 
  speaking out against the alliance with Pekal. 
  You arrive at the Town Square where many 
  of the citizens of Koreta have gathered to 
  hear people speak on many varied topics. As 
  you make your way across the Square, a 
  loud shout draws your attention to a young 
  Fhokki man pointing in your direction.  
  “Look at those that would ask for our aid!  
  What do they have to offer? They walk our 
  streets, spending no coin, giving our people 
  nothing! Tell us! What does your weak 
  country offer us? You have brought this war 
  on yourselves, and now our citizens are in 
  danger because of this foolish alliance!” 
  Many in the crowd turn to you, some with 
  angry looks, but most with questions on 
  their faces. 
  Give the PCs a chance to respond. Splash in 
  liberal uses of the crowd jeering. Don’t let the 
  PCs off easily. Unless they can give reasons 
  (you are not looking for gold here just for them to 
  think) then the DC for a Diplomacy check is 40. 
  Otherwise the DC for the check is 20. 
  Remember to reward good role-playing with 
  circumstance bonuses to the Diplomacy check. 
  Some suggested conversation topics may 
  include the following: 
  • Kalamar is interested in all the Young 
  Kingdoms, not just Pekal. Better to stand 
  together than fall apart. 
  • The wizards of the College of Magic are the 
  most powerful in the world. Surely their 
  friendship is worth something. 
  • The 
  alliance 
  with 
  Pekal 
  demonstrates 
  Paru’Bor’s strength to all other countries in 
  the region. 
  • Anything that implies the trade between the 
  two countries is better because of the 
  alliance.  
  This is by no means an exhaustive list, just 
  some suggestions for the judge so decisions can 
  be made. Regardless of what the PCs bring up, 
  Karrous discounts it by saying its not important 
  to the “people of Paru’Bor!” though DC 15 Sense 
  Motives tell otherwise. Most of the citizens of 
  Koreta are good people, just a bit misinformed 
  by rabble-rousers such as Karrous. 
  The judge should allow the players to be 
  creative here. Perhaps they want to Intimidate 
  the man, or Sense Motive on the crowd. A bard 
  may choose to perform to try and sway the 
  audience. Spellcasting should be avoided (i.e. 
  calm emotions), though simple tricks like 
  prestidigitation may be used to entertain the 
  crowd while another party member tells a story.  
  The party has three chances to sway the 
  crowd’s opinion. If they fail to make a good case 
  for the alliance, the people in the Square begin 
  getting restless and more violent, and the PCs 
  get the distinct impression they should leave in 
  all haste. 
  Conclusion 
  Summary: If the PCs worked through the 
  encounters without the use of lethal force then 
  read Conclusion A as they leave the city. If they 
  were thrown out or fled Koreta (the envoy is sent 
  with them), then read Conclusion B city. 
  Conclusion A 
  As you make it out of Koreta, the cold stare 
  of the Fhokki you pass tells you that you 
  have done serious damage to the alliance. 
  As you travel back with the envoy things get 
  only colder. The stony silence almost 
  becomes unbearable before you get to the 
  place where you met. 
  Conclusion B 
  You leave Koreta with a sense that you have 
  a made a stronger connection with its 
  populace. If things keep going this way then 
  the alliance between Koreta and Pekal may 
  be on the mend. You travel back to Bet 
  Rogala with the envoy until you finally make 
  it to where you and they met. 
  Blossoms 
  Living Kingdoms of Kalamar 
   
  9
  
  Searching for while ilem blossom: 
  After reaching Bet Rogala, the characters may 
  wish to return to Lake Eb’Sobet and search for 
  white ilem blossom. Balamir insists they escort 
  him as far as Bet Rogala to fulfill their 
  obligations and receive payment. 
  The PCs must search near the water, about a 
  half-mile down the road beyond the ambush in 
  Encounter 2. By this time, many of the plants 
  have been harvested by others who came 
  before the characters. 
  Use the following table to determine how much 
  white ilem is found (assuming they take 20 on 
  their checks, and everyone assists): 
  Survival check  
  Plants harvested 
   
  DC 20  
   
   
  175 
  DC 30  
   
   
  200 
  DC 35  
   
   
  225 
  DC 40  
   
   
  250 
   
  Knowledge (nature), Craft (alchemy), and 
  Search can be substituted for Survival, but 
  receive a -5 penalty to the check.  
   
  Rangers and/or druids in the party may attempt 
  to mitigate the damage done to the lake and the 
  shore by attempting a Survival or Knowledge 
  (nature) skill check (only these two skills, no 
  others may be substituted). This check must be 
  rolled (no “taking 20”), and the character may 
  only be assisted by other rangers and/or druids. 
  Only one attempt is made, so if there are three 
  rangers, only one gets to make the attempt, 
  while the other two assist.  
   
  Check Result  
   
  DC 18 Harvesting has not harmed the land 
  DC 26 Actually helped the land, white ilem shall 
   
  return in greater supply next season 
  After Harvesting the Blossoms 
  If the characters received Conclusion A above, 
  read “Conclusion A and Rijani” below. If they 
  received Conclusion B above, read “Conclusion 
  B and Rijani” below. 
  Conclusion A and Rijani 
  They should eventually get to Rijani. He pays 
  them for the white ilem, but also tells them: 
  “Have you heard the latest? Apparently the 
  Prince got an unexpected surprise the other 
  day. The Paru’Bor ambassador and his staff 
  have been recalled to their country. This can 
  only mean bad things down the road. 
  As you leave Rijani’s shop you think about 
  what Rijani told you. As you make your way 
  down the street, some unseen bard plays a 
  discordant tune, the perfect accompaniment 
  to your thoughts. 
  Characters may keep any white ilem above the 
  200 owed to Rijani. Each use functions per the 
  rules provided in the Kalamar Player’s Guide, 
  page 117. These are not certed items. 
  Conclusion B and Rijani 
  They should eventually get to Rijani. He pays 
  them for the white ilem, but also tells them: 
  “A young man wearing the livery of the 
  Prince stopped by the other day. When I told 
  him you were working for me, he asked me 
  to pass these along.” 
  He reaches under his counter and brings 
  forth small boxes. Inside each is a small pin 
  in the shape of a large oak tree.   
  As you leave Rijani’s shop you look at the 
  strange pin, thinking back to your actions in 
  the city of Koreta. As you make your way 
  down the street, some unseen bard plays the 
  perfect accompaniment to your thoughts. 
  Characters may keep any white ilem above the 
  200 owed to Rijani. Each use functions per the 
  rules provided in the Kalamar Player’s Guide, 
  page 117. These are not certed items. 
  THE END 
   
   
   
   
   
   
   
   
   
  Blossoms 
  Living Kingdoms of Kalamar 
   
  10
  
  Awards 
   
   
  Encounter 2:  Mundane equipment worth 45 gp 
   
   
  Up to 50 gp each from Balamir 
  Conclusion:  “Pin of Gratitude” cert* 
   
   
  Up to 400 gp total from Rijani 
   
   
   
   
  White ilem blossoms (any over the 200 owed to Rijani) 
   
  Total Possible Gold: 745 gp 
   
   
  *NOTE: Characters only receive the “Pin of Gratitude” if they received Conclusion B. 
   
  Pin of Gratitude 
  For service to Pekal, this character has earned a silver oaktree-shaped pin representing the favor of the 
  Prince. This cert may be used in one of the following ways: 
  1. The character gains a +10 circumstance modifier to one of the following skills: Diplomacy, Forgery, 
  Gather Information, Intimidate, or Knowledge (any). Mark through this cert when used. 
  2.  The character is allowed to request a special item from the Prince’s personal weaponsmiths or 
  armorers. Choose one masterwork weapon or armor item from approved campaign sources. The 
  character must pay 30 gp to cover the cost of materials. Mark through this cert when used. 
   
  Of course, the Prince is known for his generosity toward those who are loyal to him. The character may 
  simply keep this cert, for one never knows when a Prince’s favor may mean life or death. 
   
   
  Blossoms 
  Living Kingdoms of Kalamar 
   
  11
  
  Experience Points and Day Units 
   
  EXPERIENCE 
  ATL 1-3 
  ATL 5-7 
  Encounter 2:  Defeated the Fhokki warriors 
  60 xp 
  120 xp 
  Encounter 6:  6a:  Did not begin a fight 
  40 xp 
  80 xp 
   
   
  Beat the Fhokki warrior in a test of strength 
  25 xp 
  50 xp 
   
  6b. Identified the thieves 
  25 xp 
  25 xp 
   
  6c. Succeeded in calming the crowd 
  25 xp 
  25 xp 
  Conclusion: 
  Harvested white ilem blossoms 
  25 xp 
  25 xp 
   
  Conclusion B 
  15 xp 
  15 xp 
   
  Discretionary Experience for Role Playing: 
  185 xp 
  370 xp  
   
  Total: 
   
   
  400 xp 
  800 xp 
   
   
  SPECIAL XP AWARD: Rangers and druids who succeeded in skill checks to at least make sure the land 
  was not harmed during the extensive harvesting receive a bonus 20 xp for their role-playing actions. This 
  is not considered part of the official xp of the module, so these characters may receive up to a total of 420 
  and 820 respectively.  
   
   
  DAY UNITS 
   
  These rewards come at the expense of 25 Day Units. 
  Blossoms 
  Living Kingdoms of Kalamar 
   
  12
  
  APPENDIX I: NPCs and Monsters 
   
  Encounter 2 
   
  ATL 1-3 
  Fhokki Warrior; male Fhokki Ftr1 
  Medium humanoid (human); HD: 1d10+2 (9 hp); Init: +2; Spd: 30 ft. (6 squares); AC: 14 (+2 Dex, +2 
  leather), touch 12, flat-footed 12; BAB/Grp: +1/+3; Atk: Longsword +5 melee (1d8+4/19-20); Full Atk: 
  Longsword +5 melee (1d8+4/19-20); Space/Reach: 5 ft./5 ft.; SA: - ; SQ: - ; Saves: Fort +4, Ref +2, Will 
  +0; Abil: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10;  Skills: Climb +4, Ride +6, Swim +4; Feats: 
  Weapon Focus (longsword), Dodge; Align: Lawful Neutral 
   
  ATL 5 
  Fhokki Soldiers; male Fhokki Ftr4 
  Medium humanoid (Fhokki); HD: 4d10+8 (30 hp); Init: +2; Spd: 30 ft. (6 squares); AC: 14 (+2 Dex, +2 
  leather), touch 12, flat-footed 12; BAB/Grp: +4/+7; Atk: Longsword +8 melee (1d8+6/19-20); Full Atk: 
  Longsword +8 melee (1d8+6/19-20); Space/Reach: 5 ft./5 ft.; SA: - ; SQ: - ; Saves: Fort +6, Ref +3, Will 
  +1; Abil: Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 10; Skills: Climb +6, Listen +9, Spot +9, Survival 
  +1; Feats: Weapon Focus (longsword), Dodge, Power Attack, Alertness, Run, Weapon Specialization 
  (longsword); Align: Lawful Neutral 
   
  ATL 7 
  Fhokki Knights; male Fhokki Ftr 6 
  Medium humanoid (Fhokki); HD: 6d10+12 (45 hp); Init: +2; Spd: 30 ft. (6 squares); AC: 14 (+2 Dex, +2 
  leather), touch 12, flat-footed 12; BAB/Grp: +6/+9; Atk: Longsword +10 melee (1d8+6/19-20); Full Atk: 
  Longsword +10/+5 melee (1d8+6/19-20); Space/Reach: 5 ft./5 ft.; SA: - ; SQ: - ; Saves: Fort +7, Ref +4, 
  Will +2; Abil: Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 10; Skills: Climb +7, Listen +9, Spot +10, 
  Survival +2; Feats: Weapon Focus (longsword), Dodge, Power Attack, Cleave, Mobility, Alertness, Run, 
  Weapon Specialization (longsword); Align: Lawful Neutral 
   
  Encounter 6 
   
  All ATLs 
  Fhokki Rogues; male Fhokki Rog2 
  Medium humanoid (human); HD: 2d6+2 (10 hp); Init: +3; Spd: 30 ft. (6 squares); AC: 13 (+3 Dex), 
  touch 13, flat-footed 10; BAB/Grp: +1/+2; Atk: Dagger +3 melee (1d4+1/19-20); Full Atk: Dagger +3 
  melee (1d4+1/19-20);; Space/Reach: 5 ft./5 ft.; SA: Sneak attack +1d6; SQ: Evasion, trapfinding; Saves: 
  Fort +1, Ref +6, Will +0; Abil: Str 12, Dex 16, Con 12, Int 13, Wis 10, Cha 10; Skills: Bluff +4, Climb +4, 
  Escape Artist +8, Hide +8, Intimidate +5, Move Silently +8, Tumble +8; Feats: Weapon Finesse, Run; 
  Align: Chaotic Neutral 
  Blossoms 
  Living Kingdoms of Kalamar 
   
  13
  
  Appendix II: Additional Rules 
   
  There are no additional rules for this adventure. 
  Blossoms 
  Living Kingdoms of Kalamar 
   
  14
  
  After Action Report 
   
  Based on the decisions the players made during the course of this module, it will affect the actions and 
  possibilities of future modules. Please take a moment to respond to the following questions so that we 
  may better determine the course of the campaign. 
  1. Did the PCs go to Koreta? 
  2. Did they help the farmer with the broken wagon wheel? 
  3. Did they best the Fhokki warrior in the bar at a test of strength?  
  4. Were they able to adequately diffuse the confrontation in the Town Square? 
  5. Which conclusion did the characters receive, A or B? 
  6. What, if any, was the result of the ranger/druid skill checks to ensure minimal damage to the land?  
   
  Please return this form to the Living Kingdoms of Kalamar representative at your convention or email the 
  results to andrew@kenzerco.com with “Blossoms AAR” in the subject line. This After Action Report is 
  valid until October 1, 2004. 
   
   
   
   
  Blossoms 
  Living Kingdoms of Kalamar 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKOK21 Blossoms event final.pdf