TEXT:  
   
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  Reflections of the 
  Shrouded Past 
  A One-Round D&D Living Kingdoms of Kalamar Adventure 
  Module 2 of the Forbearance plot 
  Adventure for 2nd and 3rd Level Characters 
  By Dan Moorer and Jason Tant 
   
   
   
  With rumors of war and treachery in abundance, Duke Matikis calls on a party of “hardy souls” once 
  again for their help.  This time, the duke wishes for an investigation to be conducted on three Pekal 
  military leaders during a prestigious birthday celebration on Lake Eb'Sobet and report their findings when 
  the party has ended.  Simple enough, right? 
   
   
   
   
   
   
   
   
   
   
  Reflections of the Shrouded Past, Forbearance, 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. 
  
   
   
  2
  Reflections of the Shrouded Past 
  Module Notes 
  This is the second of five scenarios in the 
  Forbearance plot in the Living™ Kingdoms of 
  Kalamar campaign setting. It is designed for 3 to 
  6 characters, 2nd and 3rd level.  It is advised 
  that PCs go through this module with a full party.  
  It is also recommended that the PCs have 
  previously gone through With Thine Eyes before 
  playing in this module.  You, the judge (the 
  authority figure of the table and the administrator 
  of the adventure), will need a copy of the 
  Dungeons & Dragons® 3rd Edition Player's 
  Handbook, 
  Dungeon 
  Master's 
  Guide, 
  and 
  Monster Manual for these events. All the 
  adventures take 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. Since 
  the adventure begins in areas surrounding Lake 
  Eb'Sobet, the DM should also make sure to 
  have the Pekal Gazetteer for reference.  Each 
  encounter includes abbreviated monster and 
  NPC statistics. Specific statistics for key Non-
  Player Characters (NPCs) and other material 
  are included in the appendices at the back of 
  this 
  module. 
  Certificates 
  that 
  may 
  be 
  photocopied are also included.  The DM should 
  read this adventure entirely at least once before 
  playing in order to ensure smooth play, as there 
  are many aspects relating to flavor and culture 
  important to this adventure.  
   
   
  BACKGROUND:   
  This is one of many Kingdoms of Kalamar 
  scenarios that begins to reveal the complicated 
  politics wrought with danger and intrigue that are 
  so prevalent in this campaign setting.  This 
  module is the second of five in the Forbearance 
  Plot.  The first module set the stage, revealing 
  the dangers of meddling in the affairs of war.  
  This second module will introduce the cutthroat 
  politics that exist in Pekal and reiterate that ”not 
  everything is as it seems”.  Again, it is important 
  that you, as the judge, get a feel for past and 
  current events. 
   
  For years, Tokis has always been a threat to the 
  Principality of Pekal.  With constant pressure 
  from Emperor Kabori of Kalamar, King Adoku of 
  Tokis has been put in an awkward situation 
  involving his "duty."  Although King Adoku is not 
  the most charitable of men, he fears that he will 
  lose all that he has built in Tokis if he were to 
  invade.  He knows that war would not only 
  destroy Pekal, but Tokis as well.  Such a move 
  would be beneficial for only Emperor Kabori in 
  the end. 
   
  Many organizations see the political dilemma of 
  Tokis for what it is: desperation.  Many stand to 
  gain much from Pekal's demise; some have 
  much to gain from Tokis’ fall; others have much 
  to gain with Kalamar restoring the empire and 
  naturally there are those who will profit from the 
  war no matter which side wins.... 
   
  Prince Kafen is ready for this imminent war, but 
  he too is aware of the destruction that would 
  befall his land should it come.  Emissaries from 
  Pekal are at work day and night to 'railroad' any 
  possibility of a crumbling of peace.  All countries 
  are aware of the border skirmishes along the 
  E'Lirel River but none address it with talk of 
  war...yet. 
   
  Pekal is divided into eight distinct districts, all 
  with governing nobles that work closely with 
  Prince Kafen in the ruling of Pekal.  These 
  nobles come from all walks of life, but the most 
  distinguishing feature of the ruling class is its 
  racial variance.  Although the nobility still shows 
  Pekal’s history as part of the Kalamaran empire, 
  the principality is well known for its tolerance of 
  demi-humans and this attitude is reflected by a 
  number of its nobles. 
   
  Duke Larofin Matikis (Duke of the Lands of 
  Nighson, Noble of the Lake District, Duke of the 
  Principality of Pekal) previously hired the PCs to 
  investigate the disappearance of Pekalese 
  scouts and verify the existence of an amassed 
  Tokite army on the southeastern border in With 
  Thine Eyes.  It was discovered that groups of 
  assassins and mercenaries were hired to track 
  down and kill any Pekalese scouts that 
  attempted to find out about the army.  
  Additionally, a mysterious dart was found near 
  the body of Tremkal Softstep, but the wielder of 
  this dart is still at large.  One group of assassins 
  was found to mysteriously possess a "Princely 
  Map of Pekal", specifically the assassin called 
  Halann.  This map is only given to influential 
  nobles and military leaders of the principality.  
  When the PCs informed Duke Matikis of this 
  information, he was deeply concerned and 
  informed the PCs that he would be meeting with 
  
   
   
  3
  Prince Kafen soon to let him know of these 
  developments.  He also informed the PCs that 
  he may be calling on their services again in the 
  future.  
   
  In Reflections of the Shrouded Past, a couple of 
  weeks have passed since the discovery of the 
  Tokite army.  Duke Larofin Matikis has since 
  notified Prince Kafen and a select few others 
  that Tokis has indeed amassed a large army, 
  but has not revealed the source of his discovery. 
   
  ADVENTURE SYNOPSIS: 
  —Introduction—Called on once again by Duke 
  Larofin Matikis to his Lake Manor, the PCs find 
  themselves sought after for aid once again.  
  Their benefactor notifies the PCs of a large party 
  being held on a ferryboat on Lake Eb'Sobet off 
  the coast of Bet Rogala in celebration of one of 
  the noble's 250th birthday.  He wishes for the 
  PCs to investigate three individuals that will be 
  attending, all of which are influential Pekalese 
  military leaders who had access to the scout's 
  patrol routes from With Thine Eyes. 
  —Encounter 1—Eventually, the PCs will 
  discover one of the guests, General Kuwaki 
  (Kalamaran), has reservations against the 
  nobles and plays the total villain (he will seem to 
  be an enemy in almost every way, but in fact he 
  is not).  The three military leaders in question 
  are General Kuwaki (Kalamaran), Colonel Nolan 
  Brightstar (Lightfoot Halfling) and Colonel 
  Selemar (Kalamaran).  There are seven nobles 
  there as well: Baron Dolnvrindel (Brandobian) of 
  the Mounds District, the Honorable Becue of the 
  Eastern District (Kalamaran), Baron Labeta of 
  the Elos District (Kalamaran), Baron Sepiter of 
  the Lake District (Kalamaran), Baron Cuvinson 
  of the Wilderness District (Wood Elf), Count 
  Highbow of the Central District (High Elf) and the 
  Honorable Enshy of the River District (Dejy).  
  They have the opportunity to meet the others, at 
  least for a little bit. 
  —Encounter 2—A shrill scream outside will get 
  the PCs’ attention.  When Colonel Nolan 
  Brightstar is assailed and pushed overboard with 
  a ball and chain attached to his leg, the PCs will 
  have to act fast to save him.  When saved, he 
  will not know the identity of his attacker, but will 
  tell the PCs that the attacker told him "to learn to 
  keep his mouth shut."  This colonel had made 
  vocal statements in the past that a traitor is 
  among the nobility and/or military. 
  —Encounter 3—As the PCs return from the 
  boat ride and traverse the dock area, they find 
  themselves surrounded by a band of ruffians 
  who seem to be trying very hard to start a 
  quarrel.  After the party and the "trouble", the 
  PCs learn that this band of ruffians were actually 
  all part of the Guild of the Eel, a small time outfit 
  of cutthroats and thugs for hire.  This guild has 
  no love for the principality of Pekal and has 
  connections to the Blackfoot Society. 
  —Encounter 4—Going into their lair, the PCs 
  learn of the guild’s involvement in misdirection 
  and sabotage with some of their number hired 
  for jobs in southeast Pekal (killing Pekalese 
  scouts).  When the PCs report to Duke Matikis 
  with their findings, he says he will look further 
  into the matter and will see them in the morning. 
  —Encounter 5—The next morning, Duke 
  Matikis asks the PCs to investigate another 
  "unrelated" matter for another small fee.  
  Apparently during the night, an outpost north of 
  Bet Rogala was burned to the ground.  He asks 
  the PCs to investigate the outpost.  Getting to 
  the outpost involves them taking a ferry across 
  the lake and meeting an interesting ferryman in 
  the process. 
  —Encounter 6—When they get to the outpost, 
  they will find General Kuwaki and his journal 
  among the dead.  In his journal, there are entries 
  where he suspects Baron Labeta as part of a 
  grand conspiracy against Pekal as well as his 
  involvement with the Guild of the Eel. 
  —Conclusion—The PCs present Duke Larofin 
  and Prince Kafen with the information they have 
  found, the duke is indeed worried about this 
  grave news and tells the PCs that he may have 
  a task for them in the near future involving this 
  information. 
   
  Appendix I:  Treasure Summary 
  Appendix II:  Experience Point Summary 
  Appendix III:  NPCs 
  Appendix IV: Count Highbow's Birthday 
  Celebration Invitation 
  Appendix V: Map of The Lebolegido’s Pride 
  Appendix VI: Map of the "Eel's Lair" 
  Appendix VII: Outpost Message from the 
  Duke 
  Appendix VIII: General Kuwaki’s Journal 
  Entries 
  
   
   
  4
  INTRODUCTION 
  SUMMARY: Called once again by Duke Larofin 
  Matikis to his Lake Manor, the PCs find 
  themselves sought after for aid.  Their 
  benefactor notifies the PCs of a large party 
  being held on a ferryboat on Lake Eb'Sobet off 
  the coast of Bet Rogala in celebration of a 
  noble's birthday (Count Ablenn Highbow's 250th 
  birthday).  He wishes for the PCs to investigate 
  three individuals that are attending, all of which 
  are influential Pekalese military leaders who 
  have access to the scout's patrol routes from 
  With Thine Eyes.  
   
  DM NOTE: Once the PCs are ready to begin, 
  read the following: 
   
  What began as rumor has now become fact 
  in Bet Rogala: war is brewing.  While there 
  are no large troop movements in the streets 
  or obvious fortifying of the palisades, there 
  is a tension in the residents of Bet Rogala 
  that was not there weeks ago.  Merchants 
  regard customers warily, city guardsman 
  wear grim visages and loud conversations 
  on the street have turned to hushed tones.  
  Despite these small changes, business 
  carries on as usual in the capital of Pekal. 
   
  Sheets of cool rain fall over Bet 
  Rogala this cloudy day.  Street merchants 
  pack their carts, scrambling to get their 
  wares out of the foul weather.  You find 
  yourself seeking a warm, dry place as well 
  when suddenly you feel a gentle tug at your 
  tunic.  Turning around, you see a familiar 
  boy: Haylain.  He bows slightly and speaks 
  over the droning rain, "My master humbly 
  requests your presence at his manor 
  tomorrow afternoon to discuss another 
  opportunity for employment.  Shall I inform 
  him that you will be coming?" 
   
  —PCs Answer "No"?— 
  Haylain forces a slight smile, bows and leaves.  
  The module is over. 
   
  —What time do we meet Duke Matikis?— 
  "My master will see you at any time from the 
  noon bell till the fall of night.  My master 
  does prefer to see you earlier rather than 
  later." 
   
  —PCs Begin Asking Other Questions of 
  Haylain? — 
  He listens and then respectfully replies, "I am 
  afraid you will have to speak to my master on 
  such details." 
   
  DM NOTE:  When the PCs are done and 
  acknowledge that they will go to Duke Matikis' 
  manor, read the following: 
   
  The boy smiles, bows before you and 
  scrambles down the wet cobble 
  thoroughfare. 
   
  DM NOTE: The PCs can do as they wish until 
  they meet Duke Matikis.  The PCs remember 
  how to get to his manor.  If they haven’t played 
  With Thine Eyes, a Knowledge: Bet Rogala (DC 
  10), Pekal (DC 15) or Nobility (DC 5) reveals the 
  location.  Once they traverse the distance to the 
  manor, read the following: 
   
  Coming upon the Duke's manor, it is as you 
  remember it.  Seeing you approach, one of 
  the two gate guards unlocks the iron gate 
  and swings it wide to allow you entry.   Both 
  guards give you a grim, respectful nod and 
  resume their wet post.  Once you are in the 
  manor grounds, they close the gates behind 
  you. 
   
  The rain still continues to pour as 
  you make your way to the front door, which 
  opens inward as you get to it.  Before you is 
  a familiar chainmail clad man, standing an 
  easy six and a half feet tall.  Kabarin, Duke 
  Matikis' personal bodyguard eyes you 
  suspiciously.  In a low voice, hinting at a 
  Dejy accent, he says, "Duke Matikis will see 
  you in the library.  Follow me." 
   
  Not waiting for your response, he 
  turns and leads you through the familiar 
  foyer to a fire lit library off to the right, 
  across from where you ate with the duke 
  weeks ago.  Duke Larofin Matikis sits in one 
  of many plain wooden chairs within the torch 
  lit room.  His fingers are interlocked in front 
  of him and his mind seems distant, deep in 
  contemplation.  An expression of fatigue and 
  sorrow seems to permeate his face, much 
  more so than when you first met him just a 
  few short weeks ago.  Looking up as you 
  enter, his eyes seem to brighten with hope. 
   
  With a smile, he says regally, 
  "Please, sit friends.  I am glad to see that all 
  of you are well.  As you may well have 
  noticed, word has spread about the 
  possibility of war.  While there is little that we 
  can do directly to prevent this, Prince Kafen 
  
   
   
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  and I feel we should at least investigate as to 
  ‘who’ this traitor may be.  He has asked me 
  to perform this task with subtlety and due 
  discretion.  In fact, I went as far as to not 
  reveal to him that it was all of you who 
  helped discover the Tokite army.  In any 
  case, if you agree to my proposal, I am 
  willing to pay each of you 50 Victories.  All 
  you have to do is attend a party and get to 
  know some of the guests.  Can I count on all 
  of you once again?" 
   
  DM NOTE:  Allow the PCs to answer.  He does 
  not reveal any more unless they agree to the 
  proposal.  If they wish for more information 
  before agreeing, he tells them that he simply 
  cannot reveal any more due to the sensitivity of 
  the matter. 
   
  —PCs refuse the proposal without knowing 
  more?— 
  Read the following: 
  Duke Matikis shakes his head slowly and 
  says softly, "I wish I could reveal more, but I 
  am in an awkward position to do so without 
  your acceptance first.  The principality 
  comes before my trust in you at this time and 
  I cannot risk its security as such.  If you 
  change you mind within the hour, I will be 
  here.  Otherwise, I bid thee good eve." 
   
  *If the PCs do not change their minds, the 
  module is over. 
   
  —PCs bargain for more gold?— 
  Have the PC make a Diplomacy Check (DC 
  15).  If the check is successful, Duke Matikis 
  agrees to 60 Victories (gp) per person.  
  However, Duke Matikis will seem obviously 
  disappointed in their greed. 
   
  —PCs agree to the terms?— 
  Read the following: 
  Taking a deep breath as if the weight of the 
  world was on his shoulders, he continues, 
  "Excellent.  Tomorrow evening, a birthday 
  celebration in honor of Count Highbow is 
  being thrown on his personal ferry on Lake 
  Eb'Sobet.  Unfortunately, I will not be able to 
  attend due to a private audience scheduled 
  with Prince Kafen.  I was able, however, to 
  procure enough invitations so that all of you 
  can attend.  It is a formal event and there will 
  be many distinguished Pekalese 
  personalities at this event.  I feel it is a 
  perfect opportunity to see if we can find out 
  more about some of our military leaders.  
  Although there will be many nobles and 
  military leaders in attendance, the ones I 
  wish you to speak to specifically are General 
  Kuwaki, assigned to the Eastern District, 
  Colonel Nolan Brightstar, assigned the River 
  District and General Selemar who is 
  assigned to the Kalokapeli District.  Please 
  remember that you will be at a gathering with 
  people of station.  Your behavior should be 
  exemplary during this social event.  Do you 
  have any questions?" 
   
  —PCs Want to make a Knowledge Check on 
  Military Leaders?— 
  Knowledge: Bet Rogala (Local) (DC 25) 
  Knowledge: Nobility (DC 20) 
  Knowledge: Pekal (DC 15) 
  Knowledge: Pekalese Military (DC 8) 
   
  On a successful knowledge check, the PCs will 
  know that Colonel Nolan Brightstar is well known 
  because of his efficiency in commanding his 
  fellow halfling slingers; General Kuwaki is known 
  for his efficiency in cavalry tactics; and General 
  Selemar is one of the Knights of the Empire. 
   
  —Why are these specific military leaders being 
  investigated? 
  “I do not have reason to question the 
  motives of any of them, but these times leave 
  me uncertain as to who our true allies are.  
  These are the three leaders that have all had 
  direct access to the maps like the one 
  recovered near Vultari’s Bluff.” 
   
  —What other notable people will be in 
  attendance?— 
  "Many fine individuals will be in attendance 
  besides the three I mentioned: Baron 
  Dolnvrindel of the Mounds District, the 
  Honorable Becue of the Eastern District, 
  Baron Labeta of the Elos District, Baron 
  Sepiter of the Lake District, Baron Cuvinson 
  of the Wilderness District, Count Highbow of 
  the Central District and the Honorable Enshy 
  of the River District should all be there as 
  well.  It would not hurt to speak with them 
  while you are there, but speaking with the 
  three Generals should be your first priority." 
   
  —How are we to approach them?  Do we 
  interrogate them? [DM Note: Duke Matikis will 
  state this regardless of whether the question 
  is asked.]— 
  
   
   
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  "Speaking with these military leaders will be 
  a delicate matter.  Upon introducing 
  yourselves to them, you must speak with 
  them in such a way that they do not suspect 
  that you are investigating them.  Of course, I 
  understand some questions about them will 
  have to be asked to acquire any information 
  at all.  If you exercise the kind of subtlety and 
  discretion you did in the past, you should do 
  fine.  Use whatever cover story you wish as 
  far as why you are present and how you were 
  invited, but my name should be left out no 
  matter what." 
    
  —What kind of information do you want us to 
  find out?— 
  "When you speak to the military leaders, 
  subtlety is key.  I want to see if you can 
  discover any who may have motivation to 
  cause Pekal harm.  See if you can discover 
  anything out of the ordinary with them that 
  may give you pause.  As a warning, please 
  exercise caution in your dealings with 
  them—they are experienced politicians as 
  well as warriors." 
   
  —Where is this ferry?— 
  "The ferry is called the Lebolegido's Pride.  
  She is docked at the Lebolegido dock area 
  known as Central Landing.  It should not be 
  too hard to find as there are not many 
  vessels pier-side there and the Lebolegido's 
  Pride will undoubtedly be the largest boat 
  docked there." 
   
  DM NOTE:  If the PCs accept the offer and are 
  without further questions, Duke Matikis hands 
  them each an invitation to the party (see 
  Appendix VI for the invitation handout).  Read 
  the following: 
   
  The noble's eyes are alight with joy as you 
  accept his proposal.  In a relieved voice, he 
  says, "I cannot tell you how much this means 
  to me for you to accept this proposal.  Dark 
  times rapidly approach, but with individuals 
  such as you, hopefully a real effort can be 
  made to stave off this impending war before 
  it is too late." 
   
  His thoughts seem to drift at his last 
  statement, but the prompting of an 
  uncomfortable silence brings his attention 
  back to the present.  As an after thought, he 
  adds, "Please ensure that you wear garb 
  appropriate for the gathering this evening.  
  The sand is pouring quickly through the 
  hourglass.  I recommend a determined step 
  in your actions so that you make the ferry 
  with proper punctuality.  Oh, and please 
  come back to tell me what you have 
  discovered as soon as possible, no matter 
  the hour.  I wish you well, noble souls." 
   
  DM NOTE: Allow the PCs to prepare for this 
  event however they see fit and then proceed to 
  Encounter 1.  If asked for better clothing, the 
  best the duke has to offer is formal servant’s 
  robes. 
   
   
  ENCOUNTER 1: Lake Party Social 
  SUMMARY: Eventually, the PCs discover one of 
  the guests, General Kuwaki (Kalamaran), has 
  reservations against the nobles and plays the 
  total villain (he seems to be an enemy in almost 
  every way, but in fact he is not).  The three 
  military leaders in question are General Kuwaki 
  (Kalamaran), Colonel Nolan Brightstar (Lightfoot 
  Halfling) and Colonel Selemar (Kalamaran).  
  There are seven nobles there as well: Baron 
  Dolnvrindel (Brandobian) of the River District, 
  the Honorable Becue of the Eastern District 
  (Brandobian Half-Elf), Baron Labeta of the Elos 
  District (Kalamaran), Baron Sepiter of the 
  Eastern District (Kalamaran), Baron Cuvinson of 
  the Wilderness District (Wood Elf), Count 
  Highbow of the Central District (High Elf) and the 
  Honorable Enshy of the Mounds District (Dejy).  
  They have the opportunity to meet the others, at 
  least for a little bit. 
   
  DM NOTE:  This encounter is full of PC/NPC 
  interaction.  Make sure that you are familiar with 
  all the personalities, especially the generals.  If 
  the PCs end up in a fight here, this is VERY bad 
  for them and will lead to long-term 
  imprisonment, execution for treason or death at 
  the hands of those who have spent their entire 
  lives perfecting the art of war. 
   
  After making what preparations you can in 
  the time given, you head over to the 
  southeastern pier area in Lebolegido known 
  as Central Landing.  As dusk settles across 
  the land, you round the next building corner 
  to find a grand spectacle of pomp and 
  circumstance.  The massive wooden ferry 
  before you is adorned with bright banners 
  and ribbons commemorating the birthday of 
  the esteemed noble, Count Highbow.  Finely 
  dressed nobles, military officers, merchants 
  
   
   
  7
  and many other influential persons of Pekal 
  patiently wait in line with their entourages to 
  board the docked vessel.  The process is a 
  slow one as a pair of burly guards 
  meticulously checks over each invitation of 
  the guests as they ascend the gangplank lit 
  by covered lanterns. 
   
  DM NOTE: When they get to them, the guards 
  do not recognize any of the PCs, so they require 
  an invitation for each character.  There will be no 
  difficulty boarding if each PC has an invitation.  
  Without an invitation, PCs are not permitted 
  aboard.  Any prolonged argument over the 
  matter requires the guards to place the PC 
  under arrest for the duration of the voyage. 
   
  NOTE ON DRESS: The guards turn back any 
  PC that is obviously inappropriately dressed.  
  Additionally, they collect any Large weapons or 
  weapons that cannot be sheathed, any ranged 
  weapons and any shields the PCs attempt to 
  bring on board.  Once the voyage is done, the 
  items are returned.  Those weapons that are 
  allowed to be carried onto the ferry must be 
  peacebound.  Peacebinding is an accepted 
  practice at clerical and formal gatherings where 
  the hilt or shaft of a weapon is tied to its sheath 
  with a piece of white cloth. 
   
  Once they are settled in, read the following. 
   
  Though the Lebolegido's Pride has only been 
  off the pier for a few minutes and the party is 
  well underway.  With a full moon rising and a 
  starry night beginning to form, the view off 
  the ferry is breathtaking with the lights of the 
  shoreline seeming to flicker with a life of 
  their own.  Aside from the buzz of gossiping, 
  laughing and making merry, the serenity of 
  the lake is only disturbed by the sound of 
  oars cutting through the water.  Around you, 
  some of the most distinguished nobles in 
  Pekal socialize with one another, dressed in 
  their finest.  You would guess that there are 
  almost 60 people here, counting the nobles, 
  military leaders and their entourages.  
  Though you are strangers among them, you 
  are met with courteous nods, smiles and the 
  occasional bow. 
   
  DM NOTE:  This is where the PCs have the 
  opportunity to find out some crucial information 
  involving upcoming modules.  The ferry has 
  seven main areas to consider.  For a detailed 
  description refer to Appendix V: Map of the 
  Lebolegido’s Pride. 
  *Refer to Appendix III: NPCs for the 
  personality and dress of the nobles.  Below 
  is what they can find out from each of them: 
   
  DM NOTE:  On all Diplomacy or Bluff Checks to 
  see what an NPC knows about the military 
  leaders, the result listed is if the PC succeeds.  If 
  he does not succeed in this check, the NPC in 
  question says that he does not know the people 
  in question well enough to tell the PCs any 
  information about them. 
   
  Talking With the Honorable Becue of the 
  Eastern District 
  —On war? Concerned, but if it comes—he 
  welcomes the war with Tokis 
  —On his District? He is ready to finally see what 
  his militia is made of, but he is afraid they won't 
  be ready. 
  —On him? Ready to prove himself in battle and 
  bring glory to his family name 
  *Sense Motive Check (DC 12)—As he is 
  making his claims, there is a lack of 
  conviction behind his words 
  *Information on the military leaders?  With the 
  success of an appropriately worded Diplomacy 
  or Bluff Check (DC 12), he reveals that all three 
  military leaders are fine tacticians and all of 
  them have seen combat at some time or 
  another.  He also reveals that General Selemar 
  saved his mother's life many decades ago. 
   
  Talking With the Honorable Enshy of the River 
  District 
  *The Honorable Enshy has nothing to say to the 
  PCs.  He is curt, not answering any of the PCs 
  questions.  The only people he is even partially 
  cordial to are fellow Dejy. 
   
  Talking With Baron Cuvinson of the Wilderness 
  District 
  —On war? He says that war is always bad.  
  Nothing good comes from war 
  On his District? He says that as long as the 
  people in his district remain safe, adversity does 
  not bother him.  For now, his people and his 
  district are doing fine. 
  —On him? He is short with the PCs on this 
  matter and really has nothing to say to them.  He 
  is, however, a little more courteous to any elves 
  among them 
  *Sense Motive Check (DC 14)—The baron 
  is agitated and suspicious of the PCs 
  
   
   
  8
  *Information on the military leaders?  With the 
  success of an appropriately worded Diplomacy 
  or Bluff Check (DC 14), he reveals that he 
  knows that General Kuwaki is prejudiced against 
  anyone other than Kalamarans and he doesn't 
  care for the general in the least.  He knows little 
  about Colonel Nolan Brightstar, but finds it 
  humorous that a halfling could achieve the honor 
  or status of being a Colonel.  He admires 
  General Selemar greatly and considers him a 
  friend.  He believes that General Selemar is one 
  of the most honorable men he has ever met, 
  especially being one of the Knights of the 
  Empire. 
   
   
  Talking With Baron Sepiter of the Lake District 
  —On war? He tells you that the idea of war is 
  horrible—it’s bad for business! 
  —On his District? He tells you that the Lake 
  District has always enjoyed good trade with 
  neighboring countries and he is terribly nervous 
  of the Tokite army massed at the eastern 
  border, but he is confident in Baron Labeta's 
  political savvy to steer the Eastern District  
  —On him? Baron Sepiter tells you that he 
  enjoys collecting the finer things in life: priceless 
  murals, fine wines and ancient weapons. 
  *Sense Motive Check (DC 16)—Though 
  the Baron seems pleasant and cordial 
  enough, he seems uncomfortable speaking 
  to large groups of people 
  *Information on the military leaders?  With the 
  success of an appropriately worded Diplomacy 
  or Bluff Check (DC 16), he tells the PCs that he 
  thinks General Kuwaki has always hated him, 
  but he doesn't know why.  He says that General 
  Selemar scares him, so he avoids him.  As for 
  Colonel Nolan Brightstar, he is just glad to see a 
  small guy make it in the Pekalese military, but 
  other than that, he doesn't really know him that 
  well. 
   
  Talking With Baron Dolnvrindel of the Mounds 
  District 
  *Baron Dolnvrindel is quite intoxicated and only 
  babbles about Karamela Wines.  The PCs 
  should get the idea quickly that he is little help. 
   
  Talking With Baron Labeta of the Elos District 
  —On war? He tells the PCs that he detests the 
  very idea of a war.  He cannot believe that it 
  seems to have finally come to this. 
  —On his District? He is afraid that the Elos 
  District as well as the Eastern District will be hit 
  the hardest if war does indeed come and he is 
  not sure that his district will be able to endure. 
  —On him?  He answers that he is a simple man 
  trying to do the right thing for his people.  He 
  then asks the PCs about themselves, who they 
  are, why they are there and from whom did they 
  get their invitations?  If the PCs fail their Bluff 
  Check (DC 24), he will not reveal that he knows 
  such and  accepts whatever story they muster. 
  *Sense Motive Check (DC 27)—They are 
  able to tell that the count is insincere about 
  most everything he says and seems 
  suspicious of the PCs. 
  *Information on the military leaders?  With the 
  success of an appropriately worded Diplomacy 
  or Bluff Check (DC 19), he reveals that General 
  Kuwaki has constantly been confrontational with 
  all the nobles and does not treat them with the 
  respect they have earned.  On General Selemar, 
  he tells the PCs that he keeps out of politics for 
  the most part being a follower of the Fate Scribe 
  and he gives much more attention to his own 
  personal honor than anything else.  On Colonel 
  Nolan Brightstar, he leans in towards the PCs 
  and tell them that he ”thinks Colonel Nolan 
  Brightstar is a loony.” 
   
  Talking With Count Highbow of the Central 
  District 
  —On war? He is sad that his birthday has been 
  dimmed by the prospect of war, but he says he 
  is quite pleased with the turn out. 
  —On his District? He is disappointed that Prince 
  Kafen could not come, but he understands that 
  the Prince has much on his mind these days.  
  He loves the Central District and says he is glad 
  there is no corruption or evil entities in it. 
  —On him? He gleefully tells the PCs that it’s his 
  birthday and he questions the PCs as to who are 
  they are and why they are there (with manners 
  of course). 
  *Sense Motive Check (DC 18)—Like most 
  people here, he is genuinely in a jovial 
  mood, but there does seem to be some 
  preoccupation with his thoughts. 
  *Information on the military leaders?  With the 
  success of an appropriately worded Diplomacy 
  or Bluff Check (DC 21), he reveals that General 
  Selemar is an honorable soul, but he wouldn’t 
  want to get one of his temperament angry.  As 
  for General Kuwaki, he tells the PCs that the 
  general has served faithfully for years despite 
  the many hardships that accompany his 
  command.  He goes on to say that Kuwaki has 
  recently obtained the rank of general.  He 
  believes that Colonel Nolan Brightstar lives a 
  
   
   
  9
  “charmed” life. Opposition hits General Kuwaki 
  square in the face where Colonel Nolan 
  Brightstar rarely even has to raise a finger to 
  overcome such adversity. 
   
  Talking With Colonel Nolan Brightstar, Assigned 
  to the River District 
  —On war? Colonel Nolan Brightstar is not happy 
  about the prospect of war.  He says that he has 
  some large shoes to fill being a Colonel in the 
  Pekalese army, but he thinks he can do it—
  despite what others may say.  He constantly 
  says that he would hate to have to get out his 
  sling’. 
  —On his District? He says that he does much to 
  guard the boarder of nearby Ek’Kasel.  There 
  are rumors of abductions of the locals to bolster 
  the numbers of Ek’Kasel’s army for its war 
  against Norga-Krangrel, 
  —On him? He tells you that he is happy just 
  spending time with his family, being with his 
  soldiers and shooting his sling. 
  *Sense Motive Check (DC 15) – Colonel 
  Nolan Brightstar seems a bit more 
  preoccupied than any of the others, even to 
  the point of worried.  If this is pointed out, he 
  just says that he is “seasick”, but a 
  successful Sense Motive Check (DC 15) 
  reveals that he seems to be lying on that 
  statement.  
  *Information on the military leaders?  With the 
  success of an appropriately worded Diplomacy 
  or Bluff Check (DC 15), he reveals that he does 
  not suspect anyone in particular of treachery, 
  but he knows there is a traitor among them.  As 
  for General Kuwaki, he doesn’t know what to 
  think about him.  He tells the PCs that he has 
  been terribly moody the last few weeks.  As for 
  General Selemar, the colonel tells the PCs that 
  he has never met a more dedicated soul to 
  Pekal. 
   
  Talking With General Kuwaki, Assigned to the 
  Eastern District 
  *General Kuwaki is downright rude when 
  approached by the PCs and does not answer 
  any of their inquiries, nor give them the least 
  amount of respect.  He knows they don’t belong 
  and asks them to leave his presence. 
   
  Talking to General Selemar, Assigned to the 
  Kalokopeli District 
  —On war?  He tells the PCs that if fate brings 
  war, he will meet it. 
  —On his District? He tells the PCs that he is not 
  assigned to any district because he goes where 
  the problems are. 
  —On him? General Selemar says nothing about 
  himself and defines humility. 
  *Sense Motive Check (DC 12) – General 
  Selemar is genuinely warm and sincere in 
  his dealings. 
  *Information on the military leaders?  With the 
  success of an appropriately worded Diplomacy 
  or Bluff Check (DC 12), he reveals that he is 
  disappointed in the behavior of General Kuwaki 
  lately.  He says that the general has not been 
  himself.  As for Colonel Nolan Brightstar, he 
  reveals that he admires the halfling’s courage 
  and is confident he will do fine on the battlefield. 
   
   
  ENCOUNTER 2: Man Overboard!  
  SUMMARY: A shrill scream outside gets the 
  PCs’ attention.  When Colonel Nolan Brightstar 
  is assailed and pushed overboard with a ball 
  and chain attached to his leg, the PCs have to 
  act fast to save him.  When saved, he does not 
  know the identity of his attacker, but tells the 
  PCs that the attacker told him "to learn to keep 
  his little mouth shut".  The colonel has had a 
  history of making vocal statements that a traitor 
  is among the nobility and/or military. 
   
  DM NOTE: Read the following once the PCs are 
  done socializing and speaking with all of the 
  military leaders they wished to speak with: 
   
  A couple of hours have passed and the party 
  is in full swing.  The atmosphere has 
  mellowed some as most of the crowd listens 
  to Count Highbow recount tales of the 
  distant past.  Just as the Count is telling the 
  love story between a Krond Hobgoblin and 
  an Amberhair eunuch, a shrill scream cuts 
  across from the starboard side of the ferry. 
   
  Just seconds later, the diminutive 
  wife of Colonel Nolan Brightstar slides 
  around the corner from the outside and 
  stumbles into the main area with a look of 
  terror and desperation on her pretty face.  
  She stammers in labored breath, “My 
  husband is being attacked!  He’s trying to 
  push him into the water.  He can’t swim in 
  his armor!  Somebody save him!”  There is a 
  loud SPLOOSH and with that, she turns on 
  her heels and darts back out onto the 
  exterior deck. 
   
  
   
   
  10
  —If the PCs do nothing—General Selemar will 
  glare at everyone in the room with disgust and 
  tear out of the room to go try to save Colonel 
  Brightstar.  It should be made known that he is 
  in heavy ceremonial chainmail armor.  He will 
  dive into the depths after his comrade and both 
  of these characters will die if the PCs do nothing 
  again.  The spirit of the party is lost and it is a 
  long, somber ride back to the docks. 
   
  —If the PCs wish to investigate and try to save 
  Colonel Nolan Brightstar—Roll for initiative.  
  This is a time-based encounter where the PCs 
  are in a race against time to prevent Colonel 
  Brightstar from drowning.   
   
  Those PCs who do not attempt to 
  rescue the colonel and search the crowd for the 
  suspected culprit.  A successful Spot Check 
  (DC 13) finds a human-sized cloak laying further 
  down the ferry.  A successful Sense Motive 
  Check (DC 26) causes the PC to be suspicious 
  of Baron Labeta’s “bodyguard.” 
   
  When the PCs go out to where Madam. 
  Brightstar is standing, read the following:  
   
  As you make your way out into the night air, 
  you see the Madam Brightstar staring out 
  into the dark waters, reaching out toward the 
  lake.  Right where she is gesturing, some ten 
  feet away, the head of her husband is 
  consumed by the water, followed quickly by 
  his thrashing arms. 
   
  DM NOTE: Colonel Nolan Brightstar has a 10 lb. 
  steel ball chained to his ankle.  He will sink to 
  the bottom of the lake and drown in 24 rounds.  
  Here, the lake is 50 feet deep.  With no available 
  light source, the water is pitch black, so PCs 
  without Darkvision that are underwater will need 
  to succeed at a Listen Check (DC 12) to 
  pinpoint his position.  If the PCs find Colonel 
  Nolan Brightstar and attempt to swim with him to 
  the surface, they will have to add 50 pounds (-10 
  Swim Check—roll for Colonel Brightstar.  On a 
  roll of an 18 or better this penalty is negated) to 
  their weight.   
  *Inventive solutions to this dilemma could come 
  up: use of rope, flotation devices, spells, etc.  
  Add any circumstance bonuses to sound plans 
  as appropriate. 
   
  Swimming – A successful Swim check allows 
  you to swim one-quarter your speed as a move 
  equivalent action or one-half your speed as a full 
  round action.  Roll once per round.  If you fail, 
  you make no progress in the water.  If you fail by 
  5 or more, you go underwater and start to 
  drown.  If you are underwater, you suffer a 
  cumulative –1 penalty to your Swim check for 
  each consecutive round you’ve been 
  underwater. 
   
  Lake Eb’Sobet  
  DC 11 
   
  Special: Instead of an armor check penalty, you 
  suffer a penalty of –1 for each 5 pounds of gear 
  you are carrying or wearing. 
   
  Removing Armor 
  —10 Rounds—Padded, Leather, Hide, Studded, 
  Chainshirt 
  —10 Rounds—Scalemail, Chainmail, Banded, 
  Splint 
  —1d4+1 x 10 Rounds—Half-Plate, Full Plate 
  *If the PC has some help, these times can be 
  cut in half.  A single character doing nothing else 
  can help one or two adjacent characters.  
   
  Drowning—Any character can hold her breath 
  for a number of rounds equal to twice her 
  Constitution score.  After this period of time, the 
  character must make a Constitution Check (DC 
  10) every round in order to continue holding her 
  breath.  Each round, the DC increases by 1.  
  When the character finally fails her Constitution 
  check, she begins to drown.  In the first round, 
  she falls unconscious (0 hp).  In the following 
  round, she drops to –1 hit points and is dying.  In 
  the third round, she drowns. 
   
  DM NOTE:  If the PCs save Colonel Brightstar, 
  they will notice the quick-clamping ball and chain 
  attached to his small ankle. He will explain what 
  happened in his whiny little voice: 
   
  "Thank you, friends, for saving me! 
  <COUGH> I thought for sure that I was going 
  to be <COUGH, COUGH> crab dinner!  I was 
  standing there, admiring the stars with my 
  wife, <COUGH> when all of a sudden 
  somebody with a black cloak was pinning me 
  against the rail.  He threw that gods forsaken 
  ball on my ankle and hoisted me up over the 
  side!  <cough> Before I was tossed, he said 
  that I 'need to learn to keep my little mouth 
  shut'." 
   
  —PCs Wish to Search or Track—Let the PCs 
  roll, but they find nothing: no tracks, no evidence 
  
   
   
  11
  of anything other than the colonel’s and his 
  wife’s accounts. 
   
  —If the PCs ask about what he has been talking 
  about that would cause such an attack— 
  Colonel Brightstar shrugs and replies, "Because 
  I talk all the time?  Because they are jealous 
  of my slinging skills?!" 
   
  —If the PCs Saved the Colonel— 
  Madam Nolan Brightstar walks up to your 
  group and curtsies formally before you.  With 
  an appreciative smile and a relieved voice, 
  she says, “I will never be able to repay you 
  for saving my husband’s life, but I can at 
  least give a token of my appreciation…” 
   
  With that, Madam Nolan Brightstar 
  wrenches a small silver ring free from her 
  middle right finger and presents it to you. 
   
  DM NOTE:  She insists that the PCs who saved 
  her husband take her ring and she won’t take no 
  for an answer.  This ring is a Ring of Illumination 
  (see Appendix I) 
   
  “Please take this and let it remind you of the 
  light you bring to these dark times…” 
   
  With that she turns and walks over to 
  the side of her husband… 
   
  DM NOTE: When the PCs have finished asking 
  any appropriate questions, have said their 
  goodbyes and are ready to head back to Duke 
  Matikis’ manor, proceed to Encounter 3. 
   
   
  ENCOUNTER 3: Unyielding Ruffians  
  SUMMARY: As the PCs return from the ferry 
  ride and traverse the dock area (regardless of 
  which direction they choose), they find 
  themselves surrounded by a band of ruffians 
  who seem to be trying very hard to start a 
  quarrel.  After overcoming the "trouble," the PCs 
  learn that this band of ruffians were actually all 
  part of the Guild of the Eel, a small time outfit of 
  cutthroats and thugs for hire.  This guild has no 
  love for the Principality of Pekal.  Make sure to 
  read up on the Guild of the Eel, Night Spine 
  bugbears and Blackfoot Society in Appendix III. 
   
  Large docking ropes are busily being bound 
  to the pier side as the gangplank is lowered 
  from the ferry.  After just a few short minutes 
  of waiting, the guests begin streaming off the 
  ship onto dry land, saying their farewells, 
  bound for their respective destinations.  
  Such formal good-byes seem that they will 
  take as long as the party itself, but your 
  presence is not required. 
   
  Allow the PCs to choose to leave. 
   
   
  Winding through the sparsely 
  populated dock area, you make your way 
  toward Duke Matikis' manor.  Though 
  covered lanterns light this section of town, 
  deep shadows pervade the cobble streets.  
  Your boots eerily echo through the lane 
  leading to the main thoroughfare.  Just as 
  you are about to enter the main streets of Bet 
  Rogala, numerous forms slowly detach 
  themselves from the shadows in front of you. 
   
  A deep, menacing voice rings out 
  from one of the interposing forms, "Well, 
  well, well, lookin' like ye folks took a wrong 
  turn somewhere.  Ya wanna be tellin' me why 
  ye ladies are in our streets or should we just 
  go on ahead and make you girllies pay da 
  price fer trespassin'?" 
   
  DM NOTE: The PCs notice that there are easily 
  six forms immediately visible in front of them.  
  With a successful Spot Check (DC 14), the PCs 
  also notice a pair behind them lying in wait in the 
  shadows among the debris and that there are 
  two nearly a head taller than the others in the 
  back wearing hooded cloaks (this is the half-
  hobgoblin and the bugbear).  This lane is 15 feet 
  wide and is stopped in the middle of a four-way 
  intersection.  The six are interspersed between 
  four in the front, one rogue to the left and one 
  rogue to the right of the PCs.  The two in hiding 
  are to the sides about 20 feet behind the party.  
  Allow the PCs to arrange themselves however 
  they see fit in the intersection... 
   
  —If the PCs ask what these ruffians are wearing 
  and wielding?— 
  It is hard to tell from the dim lighting, but it looks 
  like a couple of them are wielding spiked chains, 
  two with morningstars and the two on the sides 
  with shortswords.  Those who made their Spot 
  Check cannot tell what the two in hiding are 
  wielding. 
   
  As far as what they are wearing, most of 
  them are wearing blacks, browns and grays.  
  Some of them have obvious studded leather or 
  leather visible, the two wielding morningstars in 
  the back are shrouded in hooded cloaks  Their 
  tunics and breeches are ragged and worn. 
   
  
   
   
  12
  —If the PCs explain why they are here, no 
  matter what the explanation is— 
  "Yeah, yeah, yeah...we've heard it all 'round 
  'dese parts, but just 'cause yer ignorant of 
  how tings work in our turf, don't mean 'dat ya 
  get off 'dat easy.  You gotta pay da tax to 
  walk dese streets!”  [The ruffian will point 
  out items they are wearing that look 
  valuable, including Lady Brightstar’s ring if 
  someone is wearing it.] 
   
  —If the PCs threaten the thieves, refuse to pay 
  the tax or pay too quickly— 
  “Oh yeah?  Take 'em boys!"  
   
   
  —Enemy Tactics—All of the opposition "facing" 
  the party will fight to the death.  The two rogues 
  "behind" the party (Feadaaly and Brinlaat) will 
  hesitate, waiting the first round to see how their 
  allies fair.  They run if four of the other six are 
  slain.  If one of them is knocked unconscious or 
  killed, the other will immediately surrender. 
   
  —FACING PARTY 
  2 x 1st Gladiators (Half-Orc)—Spiked Chain 
  2 x 1st Rogues (Half-Hobgoblins)—Shortswords 
  1 x Bugbear—Morningstar 
  1 x 2nd Cleric (Half-Hobgoblin)—Morningstar 
  —BEHIND PARTY 
  2 x 1st Rogues (Half-Elves)—Shortswords 
   
  APL 2 
  Guild of the Eel Ruffians x2 
  Male, Mixed Half-Orc, Gladiator 1; Medium-
  Size Humanoid; HD 1d10+2; Hp 12; Init +2; Spd 
  30 ft; AC 15 (+2 Dex, +3 studded leather); At +6 
  Melee (2d4+6 spiked chain); Al NE; SV Fort +4, 
  Ref +4, Wil+0; Str 18, Dex 14, Con 14, Int 12, 
  Wis 10, Cha 8; Skills: Sense Motive +4, Spot +4, 
  Tumble +5; Sp: Center of Attention (KPG p41), 
  Darkvision; Feats: Exotic Weapon Proficiency: 
  Spiked Chain, Weapon Focus: Spiked Chain; 
  Possessions: Spiked Chain, Studded Leather 
  Armor, 2 potions of Cure Light Wounds, 2 gp 
   
  Languages: Low Kalamaran, Merchant’s 
  Tongue, Orcish 
   
  Guild of the Eel Initiates x2 
  Male Reanaarian Half-Elves, Rogues 1; 
  Medium-Size Humanoids; HD 1d6+1; Hp 7; Init 
  +4; Spd 30 ft; AC 16 (+4 Dex, +2 Leather 
  Armor); At +1 Melee (1d6+1 short sword); Al NE; 
  SV Fort +1, Ref +6, Wil+0; Str 12, Dex 18, Con 
  12, Int 12, Wis 10, Cha 10; Low Light Vision; 
  Skills, Bluff +4, Climb +5, Gather Information +4, 
  Hide +8, Move Silently +8, Sense Motive +4, 
  Spot +5, Tumble +8; Feats: Expert Timing (KPG 
  p85); Possessions: Short sword, leather armor, 
  2 gp 
   
  Languages: Low Kalamaran, Reanaarese 
   
  Guild of the Eel Thugs x2 
  Male, Mixed Half-Hobgoblins, Rouges 1; 
  Medium-Size Humanoids; HD 1d6+1; Hp 7; Init 
  +4; Spd 30 ft; AC 16 (+4 Dex, +2 Leather 
  Armor); At +2 Melee (1d6+2 short sword); Al NE; 
  SV Fort +2, Ref +6, Wil+0; Str 14, Dex 18, Con 
  12, Int 12, Wis 10, Cha 10; Darkvision; Skills 
  Bluff +4, Climb +6, Gather Information +4, Hide 
  +8, Move Silently +8, Sense Motive +4, Spot +5, 
  Tumble +8; Feats: Expert Timing (KPG p85); 
  Possessions: Shortsword, Leather Armor, 2 gp 
   
  Languages: Hobgoblin, Low Kalamaran 
   
  Inshee'bia 
  Female, Mixed Half-Hobgoblin, Cleric 2 
  (Confuser of Ways); Medium-Size Humanoid; 
  HD 2d8+2; Hp 19; Init +1; Spd 30 ft; AC 16 (+1 
  Dex, +4 Chainshirt); At +3 Melee (1d8+3 Club); 
  Al NE; SV Fort +5, Ref +1, Wil+5; Str 14, Dex 
  12, Con 16, Int 10, Wis 14, Cha 10; Skills 
  Knowledge: Religion +5, Concentration +9; 
  Feats: Iron Touch of Kruk-Ma-Kali; Possessions: 
  Large bronze key, club, blackened chainshirt, a 
  potion of Cure Light Wounds, 5 gp 
   
  Spells (4/3+1) DC=13+spell level: 0th—
  Cure Minor Wounds x2, Detect Magic x2; 1st—
  Bless, Cure Light Wounds, Sanctuary, 
  (Spellscatter (KPG p186)) 
   
  Domains: Oblivion (KPG p155), 
  Scalykind (KPG p157/FRCS p?) 
   
  Languages: Low Kalamaran, Hobgoblin 
   
  Guild of the Eel Night Spine Bugbear 
  Male, Bugbear; Medium-Size Goblinoid; HD 
  3d8+3; Hp 16; Init +1; Spd 30 ft; AC 16 (+1 Dex, 
  +3 Natural, +2 Leather); At +4 Melee 
  (Morningstar 1d8+3); Al CE; SV Fort +2, Ref +4, 
  Wil+1; Str 15, Dex 12, Con 13, Int 10, Wis 10, 
  Cha 9; Skills Climb +2, Hide +3, Listen +3, Move 
  Silently +6, Spot +3; Feats: Alertness; 
  Possessions: Morningstar, 2 gp 
   
  Languages: Goblin, Low Kalamaran 
   
  APL 1 
  
   
   
  13
  *There are no half-hobgoblin thugs and all 
  combatants are armed with saps.  Their 
  intention is to knock the PCs out and loot them 
  while they are unconscious. 
   
  APL 3 
  *Same as APL 2, except for the following: 
  1. Change Inshee’bia to this: 
  Inshee'bia / Female Half-Hobgoblin 3rd Level 
  Cleric (Confuser of Ways) 
  Medium-Size Humanoid; HD 3d8+3; Hp 27; Init 
  +1; Spd 30 ft; AC 16 (+1 Dex, +4 Chainshirt); At 
  +4 Melee (1d8+3 Morningstar); Al NE; SV Fort 
  +5, Ref +2, Wil+5; Str 14, Dex 12, Con 16, Int 
  10, Wis 14, Cha 10; Skills KNO: Religion +6, 
  Concentration +10; Feats: Combat Casting, Iron 
  Touch of Kruk-Ma-Kali ; Possessions: Large 
  bronze key, morningstar, blackened chainshirt, 2 
  gp 
   
  Spells (4/3+1/2+1) DC=13+spell level: 
  0th—Cure Minor Wounds x2, Detect Magic x2; 
  1st—Bless, Cure Light Wounds, Sanctuary, 
  (Spellscatter (KPG p186)); 2nd—Bull’s Strength, 
  Cure Moderate Wounds, (Animal Trance) 
   
  Domains: Oblivion (KPG p155), 
  Scalykind (KPG p157/FRCS p?) 
   
  *She will have Bull’s Strength precast on one of 
  the Night Spine Bugbears. 
   
  2. Add another Night Spine Bugbear with 
  1d4+1 Strength from Inshee’bia’s ‘Bull Strength’ 
  spell 
   
  —Post Combat—The two ruffian half-elf rogues 
  in the back are Brinlaat and Feadaaly.  They are 
  quick to tell the PCs whatever they want to know 
  in exchange for their life.  If Brinlaat and 
  Freadaaly die during the encounter, allow the 
  PCs to begin their own investigation of who 
  the assailants were.  Brinlaat has a small 
  scrap of paper that reads “Crying Angel Inn.  
  Guild of the Eel.  Barabas Whiteshadow.” in 
  Reanaarese.  Barabas is an information 
  broker.  He tries to know as much about 
  everything as possible.  He spends most of 
  his evenings at the Crying Angel. 
   
  This investigation will be free-form at 
  the DM’s discretion.  If the PCs are incapable 
  of finding the guildhall, Duke Matikis will 
  arrange for a constable to aid them in their 
  investigation. 
   
  DM NOTE: At this point the PCs may begin 
  questioning Brinlaat and Feadaaly.  They will 
  quickly answer, almost trying to race one 
  another to answer first... 
   
  A) Who are you people? 
  "Oh...ummm...yeah...we are initiates, well at 
  least Feadaaly and I are, into the Guild of the 
  Eel seein’ as how the local guild won’t have 
  us ‘cause we ain’t full-blooded human.  The 
  rest of 'em, they was all full members.  We 
  was told that we had to kill you people in 
  order to become full members...umm...but 
  that didn't go well." 
   
  B) What is the Guild of the Eel? 
  "Oh man!  Where have you folks been?!  You 
  not from around Bet Rogala, are ye?  They 
  were...umm...are da meanest guild around 
  these parts.  We joined 'cause they promised 
  us that we would bring the system down and 
  get rich doin' it!  We don’t need no stink’ 
  king!  Only problem is that they are havin' 
  some hard times as of late.  Seems one of 
  their lieutenants was killed a few weeks 
  back...what was his name…Halann, yeah 
  that's it..." 
   
  C) Halann?  What do you know about him? 
  "He was a creepy, big dude.  He was hardly 
  ever here.  He and his mercenaries were out 
  to the east for some reason.  He always wore 
  this blackened chainshirt and this eerie 
  cloak.  Somethin' just ain't right about that 
  cloak...it gave me the willies!" 
   
  DM NOTE:  If a PC is wearing the "Cloak of 
  Ashen Flesh", he will look over at them and point 
  saying, "Like that one!" 
   
  D) Where is the lair of the Guild of the Eel? 
  "Oh man...you will never find their lair.  
  We...ummm...they change their lair every 
  month to keep folks from finding them.  I 
  mean I know where they are now, but they 
  won't be there in the morning." 
   
  E) Can you take us to the lair of the Guild of the 
  Eel? 
  "Ummm...ok, but if we take ya there, ya gotta 
  let us go...deal?" 
   
  DM NOTE:  Feadaaly and Brinlaat will not lead 
  them to the lair until the PCs (at least some) 
  promise to let them go. 
   
  F) Why is there a bugbear with your band? 
  
   
   
  14
  "Oh...yeah, we thought that was strange, but 
  hey those weird creatures are part of a tribe 
  or something and they's helping the Guild of 
  the Eel...pretty vicious creatures, dem' 
  bugbears!  Their leader is called Jhisstle.  
  He's one of Karosalaga's lieutenants, along 
  with Grinby and Halann--but Halann is dead 
  now." 
   
  G) Who is the half-hobgoblin cleric? 
  "Her?  That there is Inshee'bia, she is one of 
  Karosalaga's acolytes...I never liked her 
  anyway." 
   
  H) Who is Grinby? 
  "That little halfling creeps me out.  Somethin' 
  just ain't right with him.  He is one of 
  Karosalaga's Lieutenants too..." 
   
  I) Who is Karosalaga? 
  "Don't you people know anything?  Mistress 
  Karosalaga is the Guildmaster of the Guild of 
  the Eel." 
   
  DM NOTE:  These two initiates don't really know 
  anymore than this.  They are obviously scared 
  and will cooperate with the PCs.  If the PCs 
  mention bringing these two to the Pekalese 
  authorities, they beg not to be taken.  In 
  exchange for their freedom, they offer to lead 
  the PCs to the Guild of the Eel's location and 
  promise to go back to Reanaaria Bay and never 
  return to Bet Rogala again. 
   
  —PCs Decide to Inform Duke Matikis—He will 
  tell them that he will alert the Bet Rogalan 
  authorities.  With the connection to assassins 
  near the Tokite border, though, it is more than 
  just coincidence.  He asks the PCs to 
  investigate. 
   
  —PCs Decide NOT to go to the Lair—First, 
  Feadaaly and Brinlaat will try and escape if the 
  PCs do not let them go.  If the PCs opt not to go 
  to the Guild of the Eel lair, that is their choice.  If 
  they wake up Duke Matikis, he will tell them that 
  they must investigate this opportunity.  If the 
  PCs still decide that they are not going to go, let 
  the night pass and proceed to Encounter 5.  If 
  they return in the morning to the location, no one 
  will be there at all. 
   
   
  ENCOUNTER 4: Lair of the Eels 
  SUMMARY: Going into the Eels’ lair, the PCs 
  learn of their involvement in misdirection and 
  sabotage with some of their number hired for 
  jobs in southeast Pekal (killing Pekalese scouts).  
  When the PCs report to Duke Larofin Matikis 
  with their findings, he says he will look into the 
  matter further, and he will see them in the 
  morning. 
   
  —Guildmaster of the Lair of Eels—Mistress 
  Karosalaga, Kalamaran (Cleric 3—Confuser of 
  Ways) 
  —Lieutenant—Jhisstle, Bugbear (Ranger 1) 
  —Lieutenant—Grinby, Lightfoot Halfling 
  (Infiltrator 1/Fighter 1/Rogue 1) 
  —Lieutenant—Halann, Mixed Human (Brigand 
  2) (DEAD) 
   
  DM NOTE: The current haven of the Guild of the 
  Eel is in the Palace District, right under the nose 
  of Prince Kafen. 
   
  Wet from days of torrential downpours, the 
  streets are slick and muddy beneath your 
  feet.  Carefully, you pick your way across the 
  cobble pathways following the two 'initiates' 
  of the Guild of the Eel.  Surprisingly, they 
  lead you straight to the Central District just a 
  stone’s throw away from Prince Kafen's 
  palace.  Though the overcast sky provides 
  no moonlight, the streets in this area are 
  fairly well lit by meticulously maintained oil-
  burning lanterns.  At this hour, you have only 
  passed a few men from the city watch, but 
  aside from wary stares, they do not hinder 
  your progress. 
   
  Nearly an hour later, your guides 
  stop in front of a small cottage with coal-
  darkened windows.  The structure blends 
  perfectly 
  with 
  the 
  many 
  stores, 
  inns, 
  warehouses and other cottages around it.  
  Feadaaly looks up and says simply, "This is 
  it...can we go now?" 
   
  —What 
  about 
  Feadaaly 
  and 
  Brinlaat?—
  Feadaaly and Brinlaat will try to leave as soon 
  as they reach the cottage.  They will ask first, 
  but if the PCs say 'no', they will still make a 
  break for it.  What the PCs do in this situation is 
  up to them, but if the PCs don't let them go, 
  Brinlaat and Feadaaly will yell and scream until 
  they do.  If a lot of noise and racket is made out 
  in the street, the Guild of the Eel will be alerted 
  and ready for the PCs.  Such a racket has a 
  good chance of drawing the city guard as well. 
   
  
   
   
  15
  DM NOTE: The door is locked.  It can be 
  opened with the key found on Inshee'bia or with 
  a successful Open Locks Check (DC 25).  As 
  long as the door is opened in a fairly quiet 
  fashion, the Guild of the Eel will still be unaware 
  of the PCs’ presence.  Regardless, read the 
  following when the PCs enter the cottage: 
   
  Crossing the threshold of the rickety abode, 
  the wooden planks creak slightly under your 
  weight.  The interior is full of unattended 
  trash and debris from months, perhaps even 
  years of neglect.  Broken chairs, busted 
  lanterns and shredded wool blankets litter 
  the small floor.  It is a single room with no 
  exits other than the one you stand in... 
   
  With a successful Tracking Check (DC 13) or 
  Search Check (DC 15), the PCs can tell that 
  though the small room is full of trash from years 
  past, the room has been used quite recently, 
  especially a pathway cleared to the back left 
  corner of the room.  If the PCs investigate that 
  portion of the room, read the following: 
   
  Searching around the dark corner of the 
  cottage, you find a ragged winter blanket 
  spread out haphazardly across the floor.  It 
  looks like it was placed there recently. 
   
  If the PCs lift up the blanket, they can make out 
  a square outline of a trap door.  If the PCs 
  search the door for traps, they do not find any 
  and it is not locked.  They are able to open it 
  with a slight creaking noise.  Read the following: 
   
  Peering down into the trapdoor entrance, 
  you can make out an unlit stairwell going 
  down into a torch lit lair below.  You hear 
  someone sneeze from around the corner, at 
  the bottom of the stairs. 
   
  DM NOTE:  At this point, refer to Appendix VI: 
  Map of the Guild of the Eel as the PCs come to 
  each area.  The encounters will change if the 
  interior has been alerted. 
   
  Below are the notes that correspond 
  with each numbered area on the map: 
   
  1)—Archway Entrance to the Lair—It is an open 
  archway at the bottom of the stairs.  The stairs 
  go down some twenty feet.  From here they can 
  see torchlight coming from a source down the 
  hall to their left.  A large black tapestry drapes 
  the wall in front of you with a writhing green 
  snake.  A successful Religion Check (DC 13) 
  will reveal that this is the symbol of the Confuser 
  of Ways, god of lies, deceit and mischief.  
   
  The sneeze came from down the hallway.  If the 
  PCs continue to listen, they can make a Listen 
  Check (DC 16) to hear some sniffing from a 
  male humanoid walking down the hallway in 
  their direction.   
   
  2)—Guard—This is the 'sneezing' guard.  He 
  comes to this area and leans against the wall.  
  The PCs can catch him by surprise if they beat 
  his Listen Check (DC 10).  If he hears them, he 
  tears off down the hallway, yelling to sound the 
  alarm.  The PCs need to take him down before 
  he rounds the hallway corner past #7.  If he 
  rounds that corner, treat the lair as alerted.  If 
  the PCs made any loud racket outside, there are 
  two guards here and they will not be able to be 
  caught unawares. 
   
  Guild of the Eel Guard 
  Male, Hobgoblin, Fighter 1; Medium-Size 
  Humanoid; HD 1d10+3; Hp 13; Init +2; Spd 20 ft; 
  AC 17 (+2 Dex, +4 Low Quality Chainmail, +1 
  Small Shield); At +5 Melee (1d8+2 Longsword); 
  Al NE; SV Fort +5, Ref +2, Wil+0; Str 16, Dex 
  14, Con 16, Int 10, Wis 11, Cha 9; Skills Climb 
  +1, Knowledge: Bet Rogala (Local) +1, Ride +3, 
  Spot +4, Listen +4; Feats: Weapon Focus 
  (Longsword), Alertness; Possessions: 
  longsword, low quality chainmail, small shield, 3 
  gp 
   
  Languages: Low Kalamaran, Hobgoblin 
   
  3)—Door—This door is not locked or trapped.  It 
  is a simple wooden, iron-banded door. 
   
  4)—Storeroom—This room is not lit.  Inside 
  there are crates of dried rations, barrels of 
  water, linens, blankets and kitchen supplies. 
   
  5)—Door—This door is not locked or trapped.  It 
  is a simple wooden, iron-banded door.  There 
  are primitive carvings covering the door. 
   
  It is written in Goblin and it says, "Do not 
  enter. Night Spine Home." 
   
  6)—Bugbear Living Quarters—As soon as the 
  door opens, the PCs get the odor of rotten flesh 
  and stale air.  This room is unlit.  There are five 
  large, 
  straw 
  beds 
  inside 
  with 
  half-eaten 
  humanoid arms and legs with flies buzzing 
  around within.  A pair of large, spiked clubs lean 
  against the far wall. 
  
   
   
  16
   
  7)—Door—This door is not trapped, but it is 
  locked.  It is an iron-banded wooden door, but 
  seems fortified a bit more than the others.  It can 
  be opened with a successful Open Locks 
  Check (DC 35) or bashed down with a 
  successful Strength Check (DC 24).  If it is 
  bashed down, the area will be alerted. 
   
  8)—Main Living Quarters—This well-kept, torch-
  lit room is full of padded cots, each with a 
  footlocker at the end.  In all, there are ten of 
  these on each side.  The room itself is plain in 
  appearance, purely utilitarian in purpose.  There 
  are two Guild of the Eel Guards asleep in here.  
  They can be easily subdued if the PCs are 
  quiet/smart about it. 
   
  If the PCs skip this room, these two 
  come out of the living quarters and run to attack 
  them as the PCs get to area 9. 
   
  If the PCs have caused the hideout to 
  be alerted, they have moved to the front 
  entrance and the room is empty. 
   
  *Guard Stats—(see above entry for ”Guild of the 
  Eel Guard.”  If the guards are asleep, they are 
  not wearing their chainmail.) 
   
  9)—Door—This door is not locked or trapped.  It 
  is also a simple, wooden banded door with a 
  carved etching in the middle.  With a successful 
  Knowledge: Religion Check (DC 20), the PCs 
  will know it to be a symbol of the Confuser of 
  Ways 
   
  10)—Door—This door is not trapped, but it is 
  locked.  It is an iron-banded wooden door, but 
  seems fortified a bit more than some of the 
  others.  It can be opened with a successful 
  Open Locks Check (DC 35) or bashed down 
  with a successful Strength Check (DC 24).  If it 
  is bashed down, the area will be alerted. 
   
  11)—Shrine to the Confuser of Ways—No one is 
  in this small chamber.  Two small, lit candles 
  bathe the chamber in an eerie green radiance.  
  A marble shrine to the Confuser of Ways is set 
  into the wall at the end of the chamber.  A lush, 
  green rug is laid out before the altar seeming to 
  be where worshippers would kneel.  On the 
  surface of the marble altar, there is a sticky, red 
  substance (yes, it’s blood).  Sitting on a small, 
  red velvet-covered table are a pair of corked 
  vials with a thick, yellowish liquid within them 
  (these are three potions of Cure Light Wounds). 
   
  12)—Map Room—This small, torch lit chamber 
  is filled with maps of Pekal plastered on the 
  walls.  Two large tables are within, each with 
  geographical maps of each of the districts of 
  Pekal.  With a successful Search Check: 
  —DC 10—The Pcs notice that one of the maps 
  laid out on a table has small blocks placed 
  around the map, specifically on the eastern 
  Pekalese-Tokite border 
  —DC 15—On the same map, most of the blocks 
  are centralized by Vultari's bluff, similar to where 
  the Tokis army is amassing. 
  —DC 20—One of the maps of Pekal on the wall 
  has small X's dotting it, each with a specific 
  address lightly written next to it.  If this is noticed 
  by someone with Knowledge: Nobility, (DC 11) 
  or Knowledge: Pekal (DC 21), he notices that 
  all of these addresses correspond with the 
  addresses of Pekalese nobles, including Duke 
  Matikis. 
  *If a PC has Knowledge: Military Logistics or 
  Pekalese Military, etc, let them make a check 
  (DC 13).  If they succeed, they will notice that 
  these maps are official military maps of Pekal. 
   
  13)—Double Doors—These thick, wooden doors 
  are banded in brass.  A red painting of an eel 
  emerging from a hole, facing out with its fangs 
  bared is on each door.  These double doors are 
  not locked or trapped. 
   
  14)—Guild of the Eel Main Hall—Read the 
  following: 
   
  Entering the large chamber, it is largely unlit 
  with only a pair of large candles in the far 
  corners glowing ominously with an eerie 
  green flame.  Looming shadows exist in 
  pockets throughout the darkened room.  
  There is enough light for you to notice a 
  large table surrounded by dark chairs takes 
  up the middle portion of the room.  Behind it, 
  on a raised dais, sits four plain, stone 
  thrones... 
   
  —If NOT alerted, continue reading this and use 
  the combat tactics below it... 
   
  It seems you have entered during some sort 
  of heated discussion in a guttural tongue 
  between a very large armor-clad bugbear and 
  a scarred female Kalamaran clad in dark 
  chainmail.  They are flanked on one side by 
  sword-wielding bugbear.  To heighten your 
  sense of foreboding, you think you catch a 
  flash of movement off to your left... 
  
   
   
  17
   
  ENEMY TACTICS:  The PCs have three obvious 
  threats present: the bugbear guard, Jhisstle and 
  Karosalaga.  Opening the door, the PCs surprise 
  all three.  Regardless, roll initiative for Grinby 
  separate from all the others.  He heard the door 
  opening and ducked into the shadows.  If the 
  PCs make a successful Spot Check (DC 20), 
  they will notice his small form pressed against 
  the wall to their right.  When the NPCs can act, 
  they will do the following 
   
  —Karosalaga casts Bull’s Strength on Jhisstle 
  and then Bless.  When she is done, she makes 
  her way over to Jhisstle to heal him, casting 
  Graced by Saints if the opportunity arises 
  (please note the official errata, the duration of 
  this spell is 1 round/level).  If Grinby is nearby, 
  she heals him as well.  She heals herself in lieu 
  of any of the above should she become terribly 
  injured. 
   
  —Jhisstle engages the most obvious looking 
  fighter, calling him or her out in challenge.  With 
  a broken Kalamaran accent, he repeatedly calls 
  this person a "coward" and a "weakling." 
   
  —The Night Spine bugbear charges the nearest 
  PC not engaged with Jhisstle and tries to flank. 
   
  —Grinby throws a dagger or partial charges the 
  nearest “unaware” PC and then tumbles his way 
  over to either Karosalaga or Jhisstle to get 
  flanking on whatever PC has engaged them.  If 
  someone engages Karosalaga, he tumbles over 
  to her in lieu of Jhisstle.  If all goes bad, he 
  attempts to escape. 
   
  —If alerted, continue reading instead and use 
  the tactics below this text. 
   
  A scarred chainmail-clad female chuckles 
  viciously as you reveal yourself at the double 
  doors.   You do not immediately see anyone 
  else in the room.  She says in a cold, raspy 
  voice, "You foolish beings--you may have 
  killed Halann and informed the nobles of 
  Pekal, but you will not live to tell this tale..." 
   
   
  ALERTED ENEMY TACTICS: 
  —Karosalaga has Bull’s Strength and Graced by 
  Saints pre-cast on Jhisstle and Faith Shield on 
  herself.  She is ready to cast Bless on her 
  initiative. 
   
  —Jhisstle is hiding in the shadows to the left 
  (Spot Check: DC 16) and the Night Spine 
  bugbear is hiding in the shadows to the right 
  (Spot Check: DC 13).  They attempt to catch 
  the PCs flat-footed by charging from the 
  darkness once the PCs enter the room and/or 
  engage Karosalaga. 
   
  —Grinby is well hidden nearby Karosalaga 
  (Spot: DC 21).  The moment any PC engages 
  her in melee, he will attack from the darkness by 
  charging and then keep trying to maintain 
  flanking. 
  *The Guild of the Eel will not stop to perform 
  coup de graces on PCs during combat, but they 
  will not hesitate to kill them once the combat is 
  over. 
   
  APL 2 
  Karosalaga, Guildmaster of the Guild of the 
  Eel 
  Female, Kalamaran, Cleric (Confuser of 
  Ways) 3; Medium-Size Humanoid; HD 3d8+6; 
  Hp 24; Init +0; Spd 20 ft; AC 18 (+5 Chainmail, 
  +3 Large Shield); At +3 Melee (1d8+1 
  Morningstar); Al CE; SV Fort +5, Ref +1, Wil +6; 
  Str 13, Dex 11, Con 14, Int 12, Wis 16, Cha 12; 
  Skills Concentration +12, Knowledge: Bet 
  Rogala (local) +4, Knowledge: Religion +7, 
  Spellcraft +7; Feats: Combat Casting, Critical 
  Spell Strike (KPG p83) Shield Specialization 
  (KPG p89); Possessions: Morningstar, 
  chainmail, large shield, 10 gp 
   
  Spells (4/3+1/2+1) DC=13+spell level: 
  0th—Cure Minor Wounds x3, Detect Magic, Spot 
  Invisible (KPG p187); 1st—Bless, Faith Shield 
  (KPG p172), Graced by Saints (KPG p174-175), 
  (Protection from Good);;2nd—Bull’s Strength, 
  Exile (KPG p172), (Hypnotic Pattern) 
   
  Domains: Evil (KPG p151/PHB p163), 
  Oblivion (KPG p155) 
   
  Jhisstle, Guild of the Eel Lieutenant and War 
  Chief of the Night Spine Tribe 
  Male Bugbear, Ranger 1; Medium-Size 
  Goblinoid; HD 3d8+1d10+5; Hp 29; Init +5; Spd 20 
  ft; AC 16 (+3 Natural, +1 Dex, +3 Hide); At +4/+4 
  Melee (Battleaxe 1d8+2/Handaxe 1d6+1); Al CE; SV 
  Fort +4, Ref +4, Wil+1; Str 15, Dex 12, Con 14, Int 
  10, Wis 10, Cha 9; Skills Climb +3, Hide +4, Listen 
  +4, Move Silently +7, Spot +3; Feats: Alertness, 
  Improved Initiative; Possessions: Battleaxe, 
  Handaxe, 2 gp 
   
  Grinby, Guild of the Eel Lieutenant 
  
   
   
  18
  Male Lightfoot Halfling Fighter 1/Rogue 
  1/Infiltrator 1; Small Humanoid; HD 
  1d10+1d6+1d6+6; Hp 24; Init +8; Spd 30 ft; AC 18 
  (+1 Size, +4 Dex, +3 Studded Leather); At +6 Melee 
  (1d4+1 Dagger) or Ranged +7 (1d4+1 Dagger); Al 
  NE; SV Fort +5, Ref +9, Wil+1; Str 12, Dex 18, Con 
  14, Int 12, Wis 10, Cha 12; Skills Hide +10, Listen 
  +5, Move Silently +8, Spot +3, Tumble +6; SA: 
  Sneak Attack +2d6; Feats: Improved Initiative, 
  Weapon Finesse: Dagger, Weapon Focus: Dagger; 
  Possessions: Daggers x6, Studded Leather Armor, 3 
  gp 
   
  Night Spine Bugbear 
  Male Bugbear; Medium-Size Goblinoid; HD 
  3d8+3; Hp 16; Init +1; Spd 30 ft; AC 16 (+1 Dex, 
  +3 Natural, +2 Leather Armor); At +4 Melee 
  (Morningstar 1d8+3); Al CE; SV Fort +2, Ref +4, 
  Wil+1; Str 15, Dex 12, Con 13, Int 10, Wis 10, 
  Cha 9; Skills Climb +2, Hide +3, Listen +3, Move 
  Silently +6, Spot +3; Feats: Alertness 
  Possessions: Morningstar, 2 gp 
   
  APL 1 
   
  There is no Bugbear guard.  Grinby was also 
  surprised and sits at the table with Karosalaga 
  and Jhisstle. 
   
  APL 3 
  1. Change Karosalaga to 4th Level Cleric: 
  Karosalaga, Guildmaster of the Guild of the 
  Eel 
  Female Kalamaran, Cleric 4 (Confuser of 
  Ways); Medium-Size Humanoid; HD 4d8+8; Hp 
  31; Init +4; Spd 20 ft; AC 18 (+5 Chainmail, +3 
  Large Shield); At +4 Melee (1d8+1 Morningstar); 
  Al CE; SV Fort +6, Ref +1, Wil +7; Str 13, Dex 
  11, Con 14, Int 12, Wis 16, Cha 13; Skills 
  Concentration +13 Knowledge: Bet Rogala 
  (local) +4½,, Knowledge: Religion +8, Spellcraft 
  +8; Feats: Combat Casting, Critical Spell Strike 
  (KPG p83) Shield Specialization (KPG p89); 
  Possessions: Morningstar, Chainmail, Large 
  Shield, 10 gp 
  Spells (5/4+1/3+1) DC 13+spell level: 
  0th—Cure Minor Wounds x2, Detect Magic, Spot 
  Invisible (KPG p187) x 2; 1st—Bless, Faith 
  Shield (KPG p172), Graced by Saints (KPG 
  p174-175), Sanctuary,, (Protection from Good); 
  2nd—Bull’s Strength, Exile, Icy Hands (KPG 
  p176), (Hypnotic Pattern) 
   
  Domains: Evil (KPG p151/PHB p163), 
  Oblivion (KPG p155) 
   
  2. Add another Night Spine Bugbear (see stats 
  above). 
   
  DM NOTE:  If the PCs decide to go see Duke 
  Matikis after clearing the Guild of the Eel, he will 
  see them briefly and then tell them to get some 
  much needed sleep so that they can discuss it 
  coherently in the morning. 
   
  Allow the PCs to finish out their evening 
  resting, relaxing and spending their hard earned 
  pay in “The Merman’s Trident” or whatever 
  fashion they desire. 
   
  ENCOUNTER 5: The Ferryman 
  SUMMARY: The next morning, Duke Matikis 
  asks them to investigate another "unrelated" 
  matter for another small fee.  Apparently, during 
  the night, an outpost on the north shore of Lake 
  Eb’Sobet was attacked.  He asks the PCs to 
  investigate that outpost.  Getting to the outpost 
  involves them taking a ferry across the lake and 
  meeting an interesting ferryman in the process.  
  Make sure to familiarize yourself with the 
  ferryman 
  (Neywog, 
  Appendix 
  III) 
  before 
  proceeding. 
   
  The incessant drizzle of light rain continues 
  throughout the night and into the morning.  
  With the rising of the sun, the sky begins to 
  lighten to a dismal gray, foreshadowing yet 
  another gloomy and overcast day in Pekal.  
  From the depths of slumber, a hurried 
  knocking at each of your chamber doors 
  awakens you all. 
   
  Before you stands the small, sopping 
  wet frame of Haylain, Duke Matikis’ servant 
  boy.  He shivers slightly from the chill in the 
  air. 
   
  “Good (sir/lady), my master bade me 
  deliver this most urgent message to you.” 
   
  Reaching into the folds of his cloak 
  Haylain carefully produces a scroll, seeming 
  to regard it with great reverence and 
  presents it to you. 
   
  DM NOTE: Pass out the player handout from 
  Appendix VII. 
   
  —PCs refuse?— 
  Haylain stands quietly and patiently as your 
  eyes scan the letter and present your refusal.  
  With a slight sigh of disappointment and an 
  almost hurt look in his eyes, Haylain nods 
  and adjourns from your chambers. 
  *The module is over. 
  
   
   
  19
   
  —When will the ferry leave?— 
  “The first ferry leaves in two hours from the 
  Salisden dockside, so you must make haste, 
  should you deem to entreat my master’s 
  request.” 
   
  —PCs Accept?— 
  Haylain smiles and nods his head slowly.  
  “Very well my (lord/lady).  The ferryman 
  known as Neywog has been chartered for 
  this endeavor and awaits your arrival. My 
  master thanks you once again.” 
   
  Haylain turns, pulls his hood back 
  over his head and scampers away. 
   
  DM NOTE: Allow the PCs a short time to gather 
  their things and then read the following: 
   
  With cool rain misting down, you gather your 
  things and hurry to the Salisden dockside. A 
  thick fog hovers just above the surface of 
  Lake Eb’Sobet, partially obscuring the piers.  
  The dockside is already alight with activity.  
  Various sundry individuals dart in and out of 
  the fog like shadows, loading and unloading 
  crates and barrels on small vessels.   
   
  It takes little effort to find the pier 
  where Neywog’s ferry is moored, as he is a 
  well-known ferryman who has worked the 
  lake for countless years.   
   
  A single lantern dangles from a post 
  on the pier, illuminating the ferry.  It is long 
  and narrow, carrying no more than eight 
  passengers with two men across. It is 
  obviously old, but well cared for, a distant 
  cry from the luxurious accommodations of 
  the previous evening.  For the moment, 
  however, the pier appears to be empty. 
   
   
  Behind the Scenes: Neywog is seated near a 
  window in “The Merman’s Trident” and is 
  engaged in a business dealing trying to confirm 
  rumors about a rival guild attack on the Eel’s lair. 
  After completing his discussion, he approaches 
  the PCs with caution. His detect thoughts spell is 
  still active. 
   
  A few minutes pass before the door to the 
  Merman’s Trident opens, revealing a tall, 
  broad, figure cloaked in a faded blue robe.  
  He speaks in a deep yet soft voice as he 
  approaches slowly. 
   
  “Well met, sires.  I am Neywog the 
  ferryman.  Do you have need of my 
  services?” 
   
  DM NOTE: Word has spread to the other guild 
  members and Neywog knows exactly who the 
  PCs are.  He plays absent-minded, trying to 
  gauge the PCs and their motives, along with 
  seeking out their thoughts.   
   
  After the introductions, read the following: 
   
  Neywog carefully loads your gear and 
  secures it snugly in the ferry, humming a 
  simple tune to himself.  Quickly ushering you 
  aboard, he removes the ropes from the pier 
  and 
  sets 
  out 
  into 
  the 
  wall 
  of 
  mist 
  enshrouding the distant shore. 
   
  DM NOTE: The boat ride takes nearly two days.  
  During the trip, Neywog is very nosey and ask 
  questions as to how the PCs came to Pekal, 
  what they do, where they are from, where they 
  picked up any items of note which he may have 
  noticed, and what they are headed to do.  He 
  endeavors to make astute observations that they 
  seem to have a good deal of gear for “hunters,” 
  too much for hunting small game, but not 
  enough provisions for an extended trip.   
   
  Neywog lets the PCs purpose alone after 
  several attempts.  Some time later, he will 
  attempt to draw them into conversation on 
  yesterday’s incident with the Eels. 
   
  Neywog snaps his large fingers and his eyes 
  widen slightly, “That’s where I recognize you 
  from.  I remember now.  You were involved in 
  that scuffle last night, near the docks, 
  weren’t you?  Gods, the whole dock district’s 
  been talking about that all morning.  Glad to 
  see you weren’t hurt.  Those Eels can be 
  pretty mean. What was all that about, 
  anyway?” 
   
  Further into the journey, Neywog’s deep voice 
  will break the silence with random questions and 
  tidbits of information.  Some examples are: 
   
  “Were you aware that, up until ten years ago, 
  it was lawful to grow corn in Bet Rogala 
  proper?” 
   
  “Did you know that by ancient Bet Rogalan 
  law, all taverns are required to furnish a 
  
   
   
  20
  special horn by the entrance for sounding in 
  the event of a dragon attack?” 
   
  “So I hear that the Honorable Enshy is once 
  again making his case today for expansion 
  of the boundaries of the River District to 
  include a small portion of the Central 
  District.  Do you believe it will benefit 
  commerce as much as he claims?” 
   
  “Have you heard that grain stores are 
  mysteriously disappearing in the Kalokopeli 
  district?”  
   
  If the PCs still refuse to talk, Neywog will sigh 
  audibly, turn, and begin singing (in a quite 
  captivating voice) a sad tale about an angel by 
  the name of Cerithel, who’s heart was broken by 
  a mortal and fell from the sky into Lake 
  Eb’Sobet, where she sleeps forever more. 
   
  —PCs ask Neywog about himself?— 
  Telling tales of his life brings a smile to 
  Neywog’s face and a gleam of reminiscent youth 
  to his eyes.  Neywog is more than happy to tell 
  stories about how his mother was human and 
  his father orc, about how he was raised in 
  human society but was always an outcast.  
  Because of this, he turned to the “care-free” life 
  of the road at an early age, where he sang for 
  his meals.  After many years and many 
  adventures, he decided it was time to settle 
  down.  So he made the journey to Pekal where a 
  fellow adventurer had arranged for him to take 
  up his position as ferryman. He is quite content 
  with his station and finds Pekal and Lake 
  Eb’Sobet peaceful.   
   
  This train of thought is a segue for Neywog  to 
  bring up the rumors of the upcoming war and his 
  concern over what is going to happen to his 
  home, his livelihood and the lake. Once the 
  interaction slows down, read the following: 
   
  The lake breeze pushes past your face, 
  carrying upon it a sign that the sun should 
  now be reaching its peak.  Neywog unloads 
  your gear and bids you well on your journey. 
   
   
  ENCOUNTER 6: Revelations of Carrion 
  SUMMARY: When the PCs get to Fort Alinade, 
  they find the outpost already burned to the 
  ground.  They find General Kuwaki—and his 
  journal—among the dead.  In his journal, there 
  are entries where he suspects Baron Labeta as 
  part of a grand conspiracy against Pekal as well 
  as his involvement with the Guild of the Eel. 
   
  The empty road up to Fort Alinade winds its 
  way through the verdant forest.  Smoke still 
  lingers high above the canopy of the 
  treetops and hangs thick upon the air.  
  Shrouded shadows of winged creatures dart 
  in and out amidst the chaos in the distance. 
   
   
  —Winged Creatures?— 
  Though difficult to spot through the mist and 
  smoke, these birds are nothing more than 
  carrion vultures that are circling the fort. 
   
  —Tracks on the Road Leading to and from the 
  Fort?— 
  Those with tracking may make a Wilderness 
  Lore Check (DC 11) or PCs can make a 
  Search Check (DC 19), the PCs may discern a 
  set of four heavily laden horses came through 
  this way some time last evening.  Four different 
  sets return a short time later. 
  Knowledge: Pekal or Knowledge: Military (DC 
  15) reveals that the tracks were made by the 
  group of guards taking up station at the fort. The 
  return tracks are the off-duty guards returning 
  home. 
   
  DM NOTE: When the PCs decide to continue to 
  the fort, read the following: 
   
  As you round the last bend leading to the 
  fort, the noxious odor of charred flesh fills 
  your nostrils.   There before you lays Fort 
  Alinade, blackened and hollow, burnt from 
  within.  Embers still smolder, spewing black 
  wisps of smoke into the overcast sky. 
   
  As you near, a pack of coyotes 
  scatter from their feast that is scattered 
  about the ground.  A blackened husk of a 
  man lies face down in the mud, partially 
  obscured by pools of bloody rain filling the 
  pockets of uneven ground surrounding him. 
   
  —Search the Body?— 
  The crimson puddles shift and ebb to fill the 
  void left as you disturb the body.  Barely 
  discernable through a half-scorched head, is 
  the face of General Kuwaki.  Clenched tight 
  about his chest he still holds a muddy, 
  leather-bound book. The fingernails of his 
  left hand have dug indentations into the 
  binding. 
  
   
   
  21
   
  —Read the Journal?— 
  (See the handout in Appendix VIII) 
   
  —Search the Outpost— 
  Little remains of the once proud outpost.  One of 
  the four guards asphyxiated in the tower.  Two 
  others horrifically burned to death in their rooms, 
  unable to escape. 
   
  —Search Outside the Outpost— 
  A Search Check (DC 12) finds a dead body in a 
  peculiar position.  A Heal Check (DC 15) 
  reveals the following: 
   
  Below the guard tower, hidden among the 
  brush, a Pekalese soldier’s body lies limp 
  and broken from impacting the ground with 
  great force. 
   
  DM NOTE: This soldier was attempting to 
  escape by climbing down from the tower.  
  Further investigation of his body reveals bits of 
  stone beneath his fingernails. 
   
  Another Search Check (DC 18) reveals the the 
  following: 
   
  Not far from the body of General Kuwaki, 
  partially obscured by the mud lays a small, 
  silver dart, forged from steel and etched with 
  strange wavy bands about the shaft. 
   
  DM NOTE: PCs having participated playing in 
  the With Thine Eyes module of Forbearance will 
  recognize the dart as the same type that was 
  used in the murder of a Pekalese scouting party.  
  The markings upon the dart are 
  incomprehensible, regardless of the 
  investigation roll. 
   
   
  CONCLUSION 
  SUMMARY:  When the PCs present themselves 
  to the palace steward, he escorts them to Duke 
  Matikis.  He is waiting outside two wooden doors 
  that stand at least fifteen feet tall.  Without 
  commenting, he turns and a herald opens the 
  doors. 
   
  “Duke Larofin Matikis and his Troupe of 
  Perilous Endeavor,” the herald states loudly.  
  The Duke gives the PCs a half-hearted 
  glance and looks back to the prince, 
  expecting them to follow suit. 
   
  Although 
  the 
  palace 
  is 
  an 
  intimidating sight in comparison to most of 
  the buildings of Bet Rogala, none of this 
  compares to the man that sits on its throne.  
  Prince Kafen, although half-elf, holds himself 
  in the manner of the greatest Fhokki warrior.  
  The armed guards that line both sides of his 
  throne and more at the door seem almost 
  unnecessary.  The prince’s will, alone, could 
  overcome any would-be assailant.  He eyes 
  you with both concern and scrutiny. 
   
  Duke Matikis approaches the throne, 
  stops exactly twenty feet away and bows, 
  turning his head to the side and expecting 
  you to do the same. 
   
  DM NOTE: At this point and for the remainder of 
  the time spent in the palace, if any PCs are 
  disrespectful, harsh or outwardly offensive or 
  antagonistic, they are removed from the 
  chambers.  The duke later tells them that their 
  manner could have been improved in the sight 
  of royalty. 
   
  Duke Matikis takes what information 
  they have to provide and reports it to the prince 
  privately.  Skip to the ending boxed text.  The 
  PCs are not rewarded the daggers nor will their 
  services be asked for in the future. 
   
  If the PCs show the appropriate respect, 
  continue with the boxed text. 
   
  “Duke 
  Matikis 
  has 
  told 
  me 
  of 
  your 
  involvement with his investigation of the 
  Tokite 
  army, 
  although 
  he 
  was 
  less 
  forthcoming on this information than I would 
  have cared for.”  A raised hand prevents the 
  duke from replying. 
   
  “He has informed me that you have 
  gained yet more information on your most 
  recent journey.  Please state what you have 
  learned.” 
   
  Prince Kafen and a court scribe listen and 
  document what the PCs have to tell, listening 
  attentively.  When their story is complete, he will 
  raise his hand, calling forth a butler. 
   
  “For your services to the principality, at risk 
  of your own lives, I present to you the Fangs 
  of Vevisalakale.  It is said that the great 
  Thedorus 
  gave 
  such 
  a 
  blade 
  to 
  my 
  forefathers five generations past.  My family 
  has used such blades ever since as a mark 
  of esteem and honor.  I offer them to you 
  
   
   
  22
  now, both as an earned reward and as a 
  pledge on behalf of yourselves. 
   
  “Dark times lie on the horizon and 
  patriots such as you will be what determine 
  whether 
  Pekal 
  falls 
  to 
  her 
  enemies.  
  Vivisalakale is a sign of duty and honor.  I 
  will call on the bearer of such a blade when 
  the principality needs his or her aid.  
  Accepting such a gift is a promise that you 
  will give such aid and work for the 
  betterment of the principality, as you have 
  done with Duke Matikis” 
   
  The butler is holding an oaken box.  Within the 
  box are six finely crafted silver daggers.  If the 
  PCs accept the daggers, Duke Matikis bows and 
  begins to exit the chamber, waving at the PCs to 
  follow as he passes. 
   
  With the PCs having reported the information 
  they discovered, the duke returns home, 
  bringing the party along.  He is obviously worried 
  about the grave news and tells the PCs that he 
  may have a task for them in the near future 
  involving this information. 
   
  With the storm clouds slowly heading east, 
  you make your way once again to Duke 
  Matikis’ manor.  With Kabarin waiting at the 
  manor gate, he escorts your band to the 
  library. 
   
  You can tell that the Duke is fighting 
  back strong emotions as tears begin to well 
  in his wise eyes.  Looking up at your band, 
  he says, “There was a time when we were 
  sure in our freedom and our people were 
  safe.  It now seems that both of these 
  securities are in jeopardy.  I will have to 
  consider carefully how to proceed with your 
  findings.  Implicating a Count of treason is 
  no easy or forthright task.…” 
   
  Seeming to be once again lost in his 
  thoughts for a few moments, he suddenly 
  looks up and stares at each of you with his 
  glistening gray eyes and inquires hopefully, 
  “Can I count on you in the near future to aid 
  me in this rather fragile situation? 
   
  DM NOTE: Allow the PCs to respond.  Duke 
  Matikis will nod appreciatively if they say ‘yes’ 
  and nod in understanding if they say ‘no’.  In 
  either case, read the following: 
   
  Duke Matikis reaches down and hands each 
  of you a cloth bag full of your promised coin 
  and says, “My most sincere thanks for the 
  many risks you have taken for me and our 
  beloved Pekal.  Your efforts will not go 
  unforgotten.” 
   
   
  THE END
   
  
   
   
  23
  APPENDIX I:  TREASURE SUMMARY 
  —Encounter 2 (3 day units): 
  Ring of Illumination (see the description in the KoK PG)—*Only if Colonel Nolan Brightstar is saved 
  *This ring bears the family crest of Nolan Brightstar.  Merchants will not barter for it, thinking it 
  stolen.  Those merchants of the right “disposition” won’t pay more than 750gp for it. 
   
  —Encounter 3 (0 day units): 
  Shortsword x4 (can be sold for 5gp each) 
  Cheap leather armor x5 (can be sold for 3gp each) 
  Rusted spiked chains x2 (can be sold for 5gp each) 
  Ragged studded leather x2 (can be sold for 10gp each) 
  Bronze morningstars (can be sold for 1gp) 
  Inshee’bia’s blackened chainshirt (can be sold for 60gp) 
  Potion of Cure Light Wounds x3 (can be sold for 30gp each) 
  19gp 
  Looted gold this encounter: 145gp+3 potions of Cure Light Wounds 
   
  Total possible gold (with selling the potions) is 235gp 
   
  —Encounter 4 (1 day unit): 
  Potion of Cure Light Wounds x3 (can be sold for 30gp each) 
  Old long swords x3 (can be sold for 6gp each) 
  Poor quality chainmail x3 (can be sold for 35gp) 
  Old morningstars x2 (can be sold for 3gp each) 
  Poor quality battleaxe (can be sold for 2gp) 
  Poor quality handaxe (can be sold for 1gp) 
  Ragged hide armor (can be sold for 5gp) 
  Damaged studded leather (can be sold for10gp) 
  Daggers x6 (can be sold for 1gp each) 
  17gp 
   
  Looted gold this encounter: 170gp 
   
   
  Total possible gold (with selling the potions) is 260gp 
   
  —Conclusion (4 day units): 
  The Fangs of Vevisalakale: Masterwork Silver Dagger x6 
  *Hidden on the hilt is the crest of the royal family.  Regardless of their disposition, no 
  merchants trade for or purchase this item once the crest is found.  Removing the crest 
  makes it salable, but the ruin to the weapon lowers its cost to 100gp. 
  50gp (or 60gp) each character for the Ferryboat social 
  30gp each character for the Outpost investigation 
   
  Total treasure this module: 
  315gp +80gp (90gp if the PCs haggled) per player 
   
   
   
   
  Ring of Illumination x1 
   
   
   
   
  Potion of Cure Light Wounds x6 
   
   
   
   
  Silver Masterwork Daggers x6 
   
  THESE REWARDS COME AT THE EXPENSE OF 8* DAY UNITS 
   
  *This number increases equal to any days spent resting or for any other delays in their progress. 
  If the adventure ends early, modify the expenditure of day units accordingly. 
  
   
   
  24
  APPENDIX II:  EXPERIENCE POINT SUMMARY 
  —Encounter 1:  
  Socializing appropriately on the Ferry  
   
  25 experience points 
   
  —Encounter 2:  
  Attempting to save Colonel Nolan Brightstar 
   
  25 experience points 
   
   
   
  Actually saving Colonel Nolan Brightstar  
   
  25 experience points 
   
  —Encounter 3:  
  Defeating the Guild of the Eel gang 
   
   
  25 experience points 
   
  —Encounter 3:  
  Discovering the Lair of the Guild of the Eel 
   
  25 experience points 
   
  —Encounter 4:  
  Defeating Karosalaga and her Lieutenants 
   
  50 experience points 
   
  —Encounter 6:  
  Discovering General Kuwaki’s Journal 
   
   
  25 experience points 
   
  —Conclusion:   
  Giving Duke Matikis General Kuwaki’s Journal 
   
  50 experience points 
   
  *Discretionary Experience for Role Playing 
   
   
   
   
  50 experience points 
   
   
   
   
   
   
   
   
   
   
   
  300 experience points 
  
   
   
  25
  APPENDIX III:  NPCs 
  —Night Spine Bugbears— 
  These bugbears are prevalent around the Pekalese districts and are easily one of the most brutal and 
  ruthless humanoid tribes in the surrounding area.  They are well known for their cunning and subtle ways 
  preferring to strike their enemies from surprise and fade into the night.  Their typical dress varies, but the 
  common theme among their garb is always the snakelike trappings including skins, fangs, rattles and 
  scales in reverence to the whole tribes patronage to the Confuser of Ways as well as large black hide furs 
  taken from black bears or panthers.  A new chieftain has risen among their ranks and has organized them 
  in a frighteningly efficient fashion.  Jhisstle, a sub chieftain, has taken a group of the Night Spines and 
  recently allied with the Guild of the Eel for profit... 
   
  —Guild of the Eels— 
  This guild makes its own profit through trade, crime and generous donations from Baron Labeta.  The 
  leader of the Guild of the Eels is a Cleric by the name of Karosalaga.  Karosalaga is a Black Foot Society 
  zealot who has made a powerful ally among a rather brutal tribe of bugbears known as the "Night Spine", 
  especially with their tribe worshipping the "Confuser of Ways".  One of their leaders present is a Sub 
  chieftain called Jhisstle.  He is in charge of the Guild of the Eels' security with his tribe.  The common 
  residents of Bet Rogala are beginning to suspect a presence of some sort of humanoid beings in their 
  town, but do not inquire about them out of fear.  Jhisstle is one of three Lieutenants in the Lair of the Eels.  
  Halann was one of Karosalaga's Lieutenants who was approached by Zalvah to kill the Pekal scouts 
  along the eastern border.  Halann was a recruiter and a warrior for the Guild.  Grinby is an enterprising 
  lightfoot halfling who has been running most of the illicit business in Lebolegido.  Many rumors and myths 
  surround Grinby, most of them saying that "he is a huge humanoid that wields powerful death magic and 
  can crush a man with his bare hands."   Of course, Grinby does nothing to dispel these beliefs... 
   
  —The Blackfoot Society— 
  “The Blackfoot Society is a loose-knit group of anti-monarchists. They dispute the popularly held belief 
  that royal families have the divine right to rule. The Society's goal is the overthrow of all monarchies, 
  whether oppressive or benevolent.  The Society enjoys its largest support in the Kalamaran Empire, 
  Eldor, Meznamish and Shynabath. Even in countries where the regime is especially oppressive and the 
  environment is ripe for dissent, the Blackfoot Society has been unable to foster much of an uprising, 
  largely due to weak and ineffective leadership." 
   
  —Duke Larofin Matikis, Noble of the Lake District— 
  Duke Matikis is primarily responsible for the Lake District, which includes the northern shores of Lake 
  Eb’Sobet from Fort Renthar, along the western shores to the Udo Bog.  The district government is in the 
  small town of B’Fagido, which oddly enough is not on the lakeshore.  The Duke is among a small circle of 
  nobles who assists Prince Kafen in the ruling of Pekal.  Duke Matikis is known to be a bit eccentric and 
  unorthodox, yet fair and honorable in his dealings.  He has a shrouded past, but his noble heart is 
  undeniable.  The last few years have not been kind to Duke Matikis.  His wife died from a rare disease 
  just over two years ago.  His only remaining family is his twenty year-old daughter who resides in the 
  Eastern District married to an humble farmer there.  His respect for Prince Kafen is immense and he 
  supports him in almost everything.  It is Duke Matikis who personally negotiated with the Stone Dwarves 
  in order to allow them to settle Nebago in Udo Bog.  Rumor has it that Lord Matikis was an adventurer 
  when he was much younger.  They say that in his a Stone Dwarf saved his life many adventures during 
  this point in his life, more than once.  Anytime it has been addressed, the Duke deftly avoids giving direct 
  answers... 
  *Roleplaying Tips—Duke Larofin Matikis is a kind, elderly man who longs to be young again.  As the 
  decades have passed, he has decided to 'make a difference' not with a sword, but with policy and 
  understanding.  He is a kind and sincere man, but perhaps a bit eccentric.  The Duke carries himself 
  humbly, yet with confidence.  His eyes are kind, but firm.  His voice is aged, but strong.  He will 
  always make eye contact and treat each individual as an individual.  Insults cast in his direction are 
  taken in stride, addressed with kindness and manners.  He is questioning in all things having to do 
  with politics, but he is unshakably confident in the competence of Prince Kafen.  However, he trusts 
  
   
   
  26
  no other nobles in Pekal besides himself and his Prince, however he would never reveal such.  He is 
  quick to compliment others and slow to anger.  A kind smile is seen much more often than a frown of 
  any sort, although as of late he has been doing an awful lot of frowning.  There is perhaps more to 
  this enigmatic individual, but such will not be revealed until later… 
  *Al CG; STR 12, DEX 14, CON 12, INT 14, WIS 12, CHA 16; Hp 42 
   
  —Haylain (mixed human), Servant boy of Duke Matikis— 
  Larofin Matikis and his wife raised Haylain.  They found the child years ago clutching his long dead 
  mother in a village that been ransacked by a horde of hobgoblins.  As a noble by blood, Duke Matikis felt 
  he could not raise the boy as his son, but he did care for the child and trained him in the ways of 
  seneschal and social protocol—a servant.  The child still has nightmares about this tragic occurrence and 
  harbors a deep, well-hidden hate for hobgoblins.  Haylain loves Duke Matikis for what he has done for 
  him and misses his foster mother greatly as well. 
  *Roleplaying Tips—Haylain is quiet, demure and dutiful.  He hides his emotions and thoughts well for 
  a child his age.  This child is well spoken and quite competent in social matters for a child his age. 
  *Rog1; Al NG; STR 10, DEX 14, CON 11, INT 12, WIS 11, CHA 13; Hp 5  
   
  —Kabarin (Dejy), Duke Matikis’ bodyguard and the Matikis Manor Guards— 
  Kabarin is a dutiful Dejy whose sole purpose is to protect Duke Matikis.  He has been his bodyguard for 
  several years and has indeed foiled a couple of attacks against the Duke while traveling.  He also 
  commands the house guard in times of crisis.  The rest of the Matikis Manor Guards have also been 
  serving for some time and are quite loyal to the Duke, not to mention they are paid quite well… 
  *Roleplaying Tips – Kabarin is grim and no nonsense.  The protection of the Duke is his prime 
  concern.  Though the Duke may wish to speak to guests alone, Kabarin is never more than one room 
  away.  He is quiet and physically intimidating.  The rest of the guards are serious “customers” as well, 
  with humor being lost to them… 
  *Kabarin  – Ftr5/Devoted Defender3; Al LN; STR 16, DEX 12, CON 15, INT 12, WIS 12, CHR 10; Hp 71 
  *Matikis House Guard (4) – Ftr3; Al NG; STR 14, DEX 10, CON 12, INT 10, WIS 10, CHR 10; Hp 25 
   
  —Baron Dolnvrindel (Brandobian); Mounds District— 
  Baron Dolnvrindel is a small, heavy-set man standing 5’5”.  His hair is a jet black in color, with matching 
  eyes that seem to draw you in.  He appears young very young, but is in fact one of the oldest humans 
  among Pekalese nobility. Dolnvrindel is well known for his honesty and forthrightness, having received his 
  barony through exposing the corruption of the previous baron of the district. 
  *Roleplaying Tips – Dolnvrindel has a warm smile.  He is very gregarious and jovial, but slow in his 
  movements.  He is very down to earth and straightforward.  Politically, he is disliked because he has 
  a propensity to address the topics no one else wants to. Years of hefty pipe smoking have left Baron 
  Dolnvrindel with a raspy voice.  He loves food and will most likely always have something to eat 
  around him.  In his spare time, Baron Dolnvrindel collects rare books. 
   
  —The Honorable Becue (Brandobian Half-Elf); Eastern District— 
  For as long as there has been an Eastern District, there has been a member of the Becue family holding 
  a position.  The family has long been a pillar of the district.  Becue is the most recent in the line, and 
  undeniably the least accomplished...and of course the one with the most stigma being a “half-breed”.  He 
  stands at 5’10” with blonde hair, fair skin, blue eyes and a moderate build.  He has no distinguishing 
  features aside from his pointed ears and soft angular features.  He got his start in the Pekal military as a 
  member of the Watchers of Twilight 
  *Roleplaying Tips—The Honorable Becue dislikes politics, but was forced into the position to follow in 
  his family footsteps.  He lives in the shadow of a long line of leaders and his attitude often reflects a 
  certain amount of standoffishness due to this fact. Becue is certainly concerned about the coming war 
  and is very critical of the current state of the Pekal military. 
   
  —Baron Labeta (Kalamaran); Elos District— 
  Baron Labeta is 5’9” with short, wavy black hair. His eyes are a deep hazel and his facial features are 
  chiseled.  Labeta is a thin man with an air of nobility that seems to emanate from him.  He appears to be 
  
   
   
  27
  around 34 years old. He is one of the longest standing and most trusted advisors to the Prince and is well 
  known for his hard work ethic.   
  *Roleplaying Tips – Baron Labeta is quiet and reserved.  He enjoys discussing politics and different 
  ideas he has on how to fix Pekal’s problems.  He is concerned about the coming war but feels that 
  Pekal will prevail.  Labeta is very patriotic and pro-Pekal. 
   
  —Baron Sepiter (Kalamaran); Lake District— 
  One of the newer additions to the Lake District, Baron Sepiter is a Fhokki-like 7’0 tall.  His eyes are a 
  stunning sky blue that are difficult to miss, set against his light, oaken colored skin and stark white hair 
  and matching neatly-trimmed beard.  This largely intimidating man is actually a very intellectual sole, who 
  is much more likely to analyze and discuss, rather than act. 
  *Roleplaying Tips – Baron Sepiter handles all matters of finances in the Eastern district.  Generally 
  speaking, he is all business, with a very even-keeled personality and an eternal scowl that seems to 
  be etched into his face.  Sepiter is concerned about the effects of the War on trade and commerce 
  with neighboring lands.  He clings to his Kalamaran nobility, but is constantly pursued by rumors that 
  his mother was unfaithful with a Fhokki master-at-arms. 
   
  —Baron Cuvinson (Wood Elf); Kalokopeli District— 
  Quiet and soft-spoken, Baron Cuvinson is very attractive, standing at 4’ 8” tall with a thin, muscular build 
  that is typical of wood elves.  His deep copper-colored hair is typically bound in a long ponytail. His eyes 
  are a yellowish brown, the color of leaves in the fall. 
  *Roleplaying Tips – Baron Cuvinson is typically aloof and evasive, a true politician who is a master at 
  being noncommittal.  He is not overly opinionated on most matters, and would rather spend hours 
  discuss his horses, which he raises at his home.  Politically, Baron Cuvinson’s primary concern is for 
  the Elves of the Kalokopeli district, but this is not something he would ever say. 
   
  —Count Highbow (High Elf); Central District— 
  The slightest of the attending dignitaries with the strongest personality, Count Highbow is a willowy 5’4” 
  tall with short, black hair.  His broad, cheesy smile in combination with his narrow silvery eyes gives him 
  the appearance of being up to no good.  His voice is somewhat nasal, but with a pleasant, musical quality 
  to it.  As a political leader, Highbow relies upon his own counsel above all else, and has been known to 
  “bend” the law where necessary in order to get things done.  On the positive side, he is respected for his 
  accomplishments through his many years of service and accredited with the flourishing of the Central 
  District. 
  *Roleplaying Tips – Count Highbow loves to talk.  He will talk about absolutely anything in an attempt 
  to be the center of attention, even if it means embellishing the truth.  He wants everyone to believe he 
  is the smartest and is a sucker for anyone who will listen to him.  Most of the other dignitaries will 
  attempt to avoid him. 
   
  —The Honorable Enshy (Dejy); River District— 
  An accomplished archer and respected leader, Enshy rose quickly through the ranks of the Pekalese 
  military to receive the honored position of Knight of the Mounds District.  The Honorable Enshy is a 
  rugged and hearty man, standing 5’9” with a full head of black hair and deep, searching brown eyes.  He 
  is an intelligent man with honed tactical and strategic instincts he has focused on the political masses. 
  *Roleplaying Tips – Enshy misses the call of the battlefield.  While he has no desire for a war to 
  ensue, he would gladly put down his title to take up his bow once again.  Most likely he will be found 
  with other military dignitaries, trying to keep on top of the current events and reliving his days of glory.  
  He is very pleasant, personable and friendly. 
   
  —General Morisato Kuwaki (Kalamaran) of the Eastern District— 
  Known for his pride and arrogance, General Morisato Kuwaki wears his feelings on his sleeve.  Many 
  suspect that he still harbors a deep-seated dislike for all the demi-humans that surround him in Pekal.  He 
  certainly makes no bones about making his opinion known about the nobles around him--none of the 
  comments are good.  He seems to find fault in every noble in Pekal.  In fact, he says that none of them 
  are to be trusted.  His red hair and hawkish nose easily show his Brandobian heritage.  General Kuwaki is 
  
   
   
  28
  broad in stature, standing an easy 6'3".  It is rumored that he is one of the best Cavalry tacticians the 
  Pekalese military has at their disposal.  He was once a member of both the Riders of the Lance. 
  *Roleplaying Tips – General Morisato Kuwaki wears a consistent, devious smirk on his square-jawed 
  face.  He will treat the PCs with disdain and cold aloofness.  He will not hesitate to inquire as to who 
  they are and what they are doing here.  General Kuwaki will treat any demi-human much worse than 
  any human.  Though his remarks sting , he will word it in such a way that it is not an open insult...he 
  is arrogant, but with some tact. 
   
  —Colonel Nolan Brightstar (Lightfoot Halfling) of the River District— 
  Bustling with energy, this unlikely Colonel in the Pekalese military possesses insight that simply would not 
  be expected from this seemingly inept halfling.  Many believe that the Colonel is stricken with madness 
  due to his quick changes in personality.  In one instant, he is a bumbling buffoon that cannot even 
  remember where he had his last meal; in the next instant, he is mounted atop his pony, sling in hand and 
  barking out orders to subordinates with frightening efficiency.  Tall for a halfling, Colonel Nolan Brightstar 
  stands near 3’6”, but is certainly wiry in stature.  His blond hair is pulled back into a tight ponytail and his 
  eyes carry a light shade of gray. 
  *Roleplaying Tips – Colonel Nolan Brightstar at first glance seems to almost be schizophrenic.  He 
  goes from being completely oblivious to what is going on to discussing military theory.  He regards all 
  strangers with guarded distance, but once they prove themselves, he will be a bit more 'warm'. 
   
  —Colonel Selemar (Kalamaran) of the Kalokopeli District— 
  Truly, Colonel Selemar defines noble.  He is a knight in the truest sense of the word.  He adheres to an 
  ancient code of chivalry that most find antiquated and downright odd.  Nonetheless, none can deny his 
  character and his position as one of the Knights of the Empire.  Hardly ever found outside of military 
  dress, this Kalamaran is widely respected for his bravery and cool nerves in times of duress, specifically 
  battle.  Colonel Selemar stands a proud 5'7" with long, silvery hair and intense green eyes.  Though 
  handsome, his face is one of stony seriousness.   
  *Roleplaying Tips – Colonel Selemar will treat the PCs respectfully and honorably.  He is serious to 
  the point that jokes have no effect with him.  In fact, no one can even recall him smiling—ever. 
   
  —Neywog Gromgul (Kalamaran Half-Orc), Singing Ferryman of Lake Eb’Sobet— 
  Neywog is an aging half-orc, riddled with scars from his many adventures as a bard in his youth.  He 
  stands six feet tall, with a muscular build, broad shoulders and a wide jaw.  His skin barely reveals a tinge 
  of gray from his orc parent.  Neywog is very well traveled and knowledgeable in the ways of the world.  
  This character will appear again in future modules. 
  *Roleplaying Tips—Neywog is talkative, friendly, and inquisitive to the point of nosiness.  He will 
  almost always try to draw a story from his passengers, but is never short on songs of his own which 
  he will share regardless of anyone else’s desires.  Neywog is soft-spoken and well educated, despite 
  his gruff appearance.  He loathes prejudice in every form. 
  
   
   
  29
  APPENDIX IV: Count Highbow's Birthday Celebration Invitation: 
   
  Esteemed Guest, 
   
   
  You are cordially invited to Count Deshabbin 
  Highbow’s 250th Winter Birthday Celebration three 
  nights from this eve under the stars of The Keeper.  
  We will meet at twilight’s last light at Central Landing 
  within the docks of the Central District.  We will board 
  the ferryboat The Leboligido’s Pride to celebrate this 
  momentous occasion and cruise about scenic Eb’Sobet.  
  Please have this invitation on your person so that the 
  boarding process can be expedient and without 
  difficulty.  We look forward to your company. 
   
   
   
   
   
   
   
   
   
  Sincerely, 
   
   
   
   
   
   
  Makeby Sepiter 
   
   
   
   
   
  Baron of the Lake District 
  
   
   
  30
  APPENDIX V:  Map of the Lebolegido’s Pride 
   
  —Bow (front portion of the ferry)—Outside of the Main Room, this clear deck area has plenty of room 
  to stand.  Covered lanterns are strung from the bridge to the front of the ferry keeping this area 
  illuminated.  Most of the guests come out here to take in the night sights of Lake Eb'Sobet 
   
  —Baron Dolnvrindel 
   
  —Port (left side of the ferry)—Exterior portion of the ship that basically serves as a side walkway to get 
  from the Aft portion of the ferry to the Forward. 
   
  —The Honorable Becue, Baron Labeta 
   
  —Starboard (right side of the ferry)—Exterior portion of the ship that basically serves as a side 
  walkway to get from the Aft portion of the ferry to the Forward. 
   
  —Colonel Nolan Brightstar 
   
  —Aft (rear of the ferry)—Also adjacent to the Main Room, this area has a few chairs placed in a semi 
  circle and the lighting is not as good as it is in the Forward area.  Nonetheless, nobles and military 
  leaders alike come out here and speak in hushed tones. 
   
  —General Kuwaki, the Honorable Enshy 
   
  —Main Room (Level 1)—Decorated with streamers and banners in recognition of Count Highbow's 
  birthday, this room is the most active in the way of the number of guests within.  The wine and 
  refreshments are in this room, as well as the gifts. 
   
  —General Selemar, Count Highbow 
   
  —Main Room (Level 2)—This room is right behind the bridge and right above the Main Room on the first 
  level.  It has a few tables and chairs scattered about.  Stairs on the Port and Starboard sides can only 
  access this area. 
   
  —Baron Sepiter, Baron Cuvinson 
   
  —Bridge—Captain Grendy is up here with his twelve-year old son.  They do not come out and do not let 
  anyone into the bridge.  The doors to this area can be accessed from Main Room (Level 2), the Port 
  Starboard stairwell.  The nobles and generals are spread out on the ferry like so: 
  
   
   
  31
  APPENDIX VI: Map of the "Eel's Lair": 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  32
  APPENDIX VII: Outpost Message from Duke Matikis 
   
  Noble Souls, 
   
  I apologize in advance for the impersonal nature of this missive, but I am left with 
  no other choice.  The events of last evening have me locked in council and time is of 
  the essence.   
   
  Fort Alinade, our outpost on the north shore of Lake Eb’Sobet was reportedly set 
  ablaze under cover of darkness yester eve.  I implore you to investigate what has 
  happened there and seek out any clues.  I can offer you each another 30 Victories in 
  return for your efforts. 
   
  Should you agree to aid me in this, inform Haylain and he shall secure passage for 
  you across Lake Eb’Sobet to the north shore. 
   
  When you have completed this task, report to the palace.  The steward has your 
  names and will bring you to me.. 
   
   
   
   
   
   
   
   
   
  Sincerely, 
   
   
   
   
   
   
   
   
  Duke Larofin Matikis 
  
   
   
  33
  APPENDIX VIII: General Kuwaki’s Journal Entries 
   
  DM NOTE: Portions of the book have been burned away, but these passages still read clearly. 
   
  REDTAIL ENTRY 1 (Day 146) 
  Today I had a meeting with a noble from the Elos District 
  concerning border defense in light of the news of Tokis' to our 
  eastern border.  I was taken aback when he made it clear that 
  our current forces stationed along the Elos District border were 
  sufficient.  I could barely contain my anger at the audacity of 
  this noble believing that he knew what was best for our 
  Province's defenses.  Any strategist worth his salt would know 
  that should an invasion occur, we would require at the very 
  minimum another 300 hundred soldiers made up of Archers, Calvary 
  and Infantry.  I expected much more from Baron Labeta... 
   
  REDTAIL ENTRY 2 (Day 150) 
  Baron Labeta has once again frayed my every last nerve.  Count 
  Highbow has been the subject of numerous assassination attempts 
  in the Central District.  As such, considering our state of 
  affairs, General Selemar recommended dispatching a small group 
  of soldiers to act as escort for the Count during these dark 
  times.  I was not terribly surprised when Baron Labeta 
  maneuvered to have this request denied. 
   
  REDTAIL ENTRY 3 (Day 152) 
  These are dire times, indeed.  Though I have never favored the 
  appointment of all these demi-humans in positions of leadership, 
  I would never act against the law of the land in a way less than 
  honorable.  It seems that Baron Labeta has no such conscience 
  when it comes to doing the honorable thing, though I cannot 
  prove such things right now.  I have decided to make a few 
  inquiries and perform my own investigation into the activities 
  of our beloved Baron Labeta.  Naturally, such actions carry no 
  piece of legality to them so if I am wrong—I am finished. 
   
  Additionally, there seems to be some diverting of funds from the 
  Eastern 
  District 
  as 
  a 
  whole, 
  not 
  to 
  mention 
  frequent 
  disappearances of merchant wagons carrying trade items and 
  essentials to working the land in the Eastern District.  I 
  cannot tell if this is a coordinated effort against the Eastern 
  District as a whole, but the people in this district have been 
  suffering greatly in the last few weeks because of it.   
   
  How sad that the Eastern District, one of the most vulnerable 
  districts to a Tokite advance, is having to suffer economically 
  from acts of banditry as well. 
  
   
   
  34
   
  REDTAIL ENTRY 4 (Day 158) 
  I am now certain that someone is seeking to cause the Eastern 
  District hardship.  Nearly thirty wagons of crops have been 
  destroyed or stolen in the last few months.  The farmers are 
  seeing less and less of their crop make it to market.  They have 
  yet to make a profit off of their labors, regardless the 
  precautions.  It is as if someone within Pekal wishes to see the 
  Eastern District in ruin.  As soon as I get a handle on the 
  potential traitor among us, I will seek out this criminal. 
   
  My earlier observations of Baron Labeta have me believe that his 
  best interests are not with the principality.  My sources tell 
  me that his actions have been questionable, at best.  In my 
  opinion, he has left his borders wide open for the enemy, has 
  supported the Guild of the Eel in their insurrectionist 
  activities and is working for the enemies of this Province.  I 
  am now in a bind--I know with my heart that Baron Labeta is a 
  traitor, but solid proof is nigh.  He is a baron from a line of 
  barons reaching well into the years of the empire while my 
  family’s patency finds its birth with the independence of Pekal 
  and the crowning of Prince Kafen.  I am merely a soldier, so 
  what chance do I have—I cannot accuse the baron of such 
  activities without solid proof. 
   
  REDTAIL ENTRY 5 (Day 168) 
  Unfortunately for me, my inquiries into the activities of Baron 
  Labeta did not go unnoticed.  My informant was found murdered 
  last night and I fear I may be next.  I will see if I can 
  arrange a meeting with Prince Kafen as soon as I can to present 
  my observations.  May the Lady of Fate deem it fit that my 
  investigation is brought to light for the sake of Pekal... 
  
   
   
  35
  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. 
   
  • Did Colonel Brightstar die? 
  • Did Count Highbow Die? 
  • Did Baron Labeta discover who sent the PCs? 
  • Did the PCs suspect Baron Labeta’s bodyguard? 
  • Did the PCs go to the outpost? 
  • Did they find Kuwaki’s journal? 
  • Did they find the dart? 
  • Did Prince Kafen offer them the Fangs of Vevisalakale? 
  • Did they accept the daggers? 
   
  Please return this form to the Living Kingdoms of Kalamar representative at your 
  convention or email the results to joe@kenzerco.com with “Reflections AAR” in the 
  subject line. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK06_ReflectionsofaShroudedPast.pdf