TEXT: 1
  Escape From 
   
   
   
  Thel-Kadra
  B Y  
  J .  C ol in  M adde n  an d  Ke n n e t h  “ A xe l ”  
  C ar l sson
  Written By: J. Colin Madden, Kenneth “Axel” 
  Carlsson
  Development: David Jarvis
  Artwork: Anthony Cournoyer, Joeseph Wigfield
  Editing: J. Colin Madden
  Layout: David Jarvis
  Requires True20 Adventure Roleplaying by Green 
  Ronin Publishing for Use..
  
  2
  Ogl Declaration: 
  The following is designated as Product 
  Identity, in accordance with Section 1(e) of 
  the Open Game License, Version 1.0a: all 
  character and place names and descriptions, 
  all art and images.
  The following text is Open Gaming 
  Content: all text not previously declared 
  Product Identity. 
  Notice of Copyright: 
  Escape from Thel-Kadra is ©2007 Reality 
  Deviant Publications. All Rights reserved. 
  Produced under license from Green 
  Ronin Publishing LLC. Reference to other 
  copyrighted material in no way constitutes a 
  challenge to the respective copyright holders 
  of that material.
   Green Ronin, True20 Companion, True20 
  Adventure Roleplaying, and their associated 
  logos are trademarks of Green Ronin 
  Publishing, LLC.
  Introduction
  North of the Cradle of Life, near the Trachan 
  Steppes, the Keza-Drak have begun a 
  crusade to hunt down and capture the 
  elusive Narmrothan Horse Lords. They 
  bring back the slaves to encampments in 
  the southern part of the steppes, where the 
  Sundaari Blood Lords perform dark and 
  twisted rituals on them.
  Background
  The ﬁrst Keza-Drak appeared in Simarra 
  almost ten years ago, after the betrayal of 
  Agärazön the Just, and have since then 
  managed to conquer almost the entire western 
  part of the great continent. The hordes of Keza-
  Drak are without mercy and those whose lives 
  they spare are doomed to a life in enslavement. 
  The most infamous slave pits in Simarra are 
  those in Thel-Kaza and Naeth-Kügraz, but 
  there are other minor slave encampments 
  spread all-over the realm, serving different 
  purposes. 
      For years the Narmrothan Horse Lords 
  have evaded capture by the ﬁerce Keza-Drak, 
  but when the Sundaari discovered the potency 
  of the Horse Lords’ blood, a great army was 
  sent into the Trachan Steppes to capture 
  the enemy. The Keza-Drak have made their 
  camps in the south, where they can hide in 
  the deep gorges, but when the night comes 
  bringing darkness with it, they hunt on the 
  steppes. Their vision allows them to see in the 
  darkness, giving them a clear advantage over 
  the humans.
      The captives are taken to the Sundaari who 
  keep them in chains lest they should think of 
  trying to escape. They extract as much blood as 
  possible, yet not so much that it will kill them. 
  The Narmrothan blood is mixed with poisons 
  and infused into the captives, whose screams 
  ﬁll the camp, but this is only part of the many 
  experiments the Blood Lords perform. The 
  Blood Lords care little for what happens to the 
  Narmrothans, but hope to ﬁnd the secrets to an 
  eternal life, giving them immunity to disease 
  and poison.
      With the capture of their kin, the Horse 
  Lords have moved closer to the southern 
  border, attacking the encampments directly in 
  the hope of freeing their friends and family. 
  These warriors are the ﬁercest among the 
  Narmrothan and have gained a legendary 
  reputation over the years. Their names are 
  praised around the campﬁres, but sadly, most 
  of them give their lives to the cause.
  Hooks
  To get the heroes involved in the adventure, 
  use one of the following hooks:
  •The heroes have been tasked with patrolling 
  the region in search of a Storm Rider courier 
  who is long overdue with supplies of great 
  importance to the freehold the heroes are living 
  in. 
  During their patrols, they come across a 
  dead great eagle; its carcass hacked for meat. 
  The location of the rider is unknown, but 
  Keza-Drak bodies are nearby as well as a 
  trail leading southwest in the direction of the 
  Salmarin River.
  •A friend of the group has been captured by 
  the Keza-Drak and brought back to the slave 
  camp. As a Narmrothan, he is doomed to a life 
  in pain and agony. The heroes have managed 
  to track the Keza-Drak and have located the 
  encampment.
  •The heroes are surprised during the night by 
  a small party of hunting Keza-Drak. However, 
  the monstrous creatures are not interested in 
  merely killing the group, but instead try to 
  capture them alive. 
  Narrators can choose to capture the PC’s. 
  They will be brought back to the slave camp 
  where they are thrown into the ﬁlthy slave 
  pens. Alternately, the PC’s can choose to track 
  
  3
  any Keza-Drak who ﬂee the battle back to the 
  slave pens.
  •It is rumored that a Sundaari Blood Lord 
  has discovered a great secret and plans to use 
  it against the Horse Lords. A Narmrothan 
  war chieftain asks the party to inﬁltrate the 
  encampment, hoping to ﬁnd out what the 
  secret is and how it will bring about the 
  downfall of the Horse Lords.
  Scaling the Adventure
  This adventure site is created to challenge four 
  heroes of at least 4th level, but can easily be 
  scaled to challenge higher level heroes.
   The way the slave encampment is written, 
  a large group of Keza-Drak are away, hunting 
  on the Trachan Steppes, which leaves the site 
  vulnerable to attacks. Guards have been posted 
  at the Keza-Drak general’s tent, to protect it 
  while he is away, but he could just as easily 
  be here with his most important warriors 
  surrounding him.
  The Slave Camp
  The camp of Thel-Kedra is located at the 
  bottom of a wide gorge running west to east. A 
  rampart has been built up along the southern 
  gorge wall, with heavy wooden spears set into 
  the dirt to keep out intruders. 
  There is a small slave pen outside, where 
  the slaves who are not Narmrothan Horse 
  Lords are kept. This is a ﬁlthy place and the 
  Keza-Drak care little for them, giving them 
  only small quantities of food and water, which 
  means that not all the slaves survive. 
  Four huge tents have been erected in the 
  eastern part of the camp, to house the Keza-
  Drak general and his mightiest warriors. A 
  hole in the southern wall leads into three caves, 
  which is where the Sundaari Blood Lords have 
  made their camp, and also where they keep the 
  Narmrothan slaves.
  1. The Rampart
  This rampart was created by slaves now long 
  dead. The rampart is around 9 feet high with 
  steep sides where heavy wooden poles have 
  been stuck into the ground. These spears are 
  meant to discourage the Horse Lords from 
  attacking the encampment on horseback. 
  The dirt is ﬁlthy and ﬁlled with bones, some 
  from dead animals, but others from the slaves 
  who died here. The only place to properly enter 
  the slave camp is through the northern ramp, 
  which is just broad enough to allow two Keza-
  Drak to walk side by side. 
  There is a makeshift gate made from wooden 
  poles that are easy removed from inside the 
  camp. Four Keza-Drak (1st-level outsiders) 
  wielding mighty bows and curved swords are 
  always stationed near the gate and will only 
  allow other Keza-Drak inside. They will call 
  out for their general if a threat arises and attack 
  if they feel conﬁdant in their winning chances.
   Keza-Drak rampart guards (4); Large-sized 
  1st-level outsider (native); Spd 30 ft.; 
  Abilities: Str +4, Dex 0, Con +2, Int +1, Wis -2, 
  Cha -2; Feats: Cleave, RageB; Traits: Damage 
  Reduction +2/supernatural, Darkvision 60 ft.; 
  Saves: Toughness +4, Fort +4, Ref +2, Will +0; 
  Combat: Attack +0, Damage +4 (unarmed), +7 
  (scimitar), +7 (bow), Defense +0, Initiative +0.
  2. The Slave Pens
  An impenetrable wall of thick iron-fortiﬁed 
  poles surrounds the slaves on all sides, 
  allowing no one to escape. 
  
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  There are at least forty slaves here most of 
  the time, but the pens were built to house only 
  half that number. These slaves are humans 
  from other lands, elves, and gnomes. They 
  live and die in their own ﬁlth, and no one has 
  ever managed to escape these pens, which are 
  guarded by two Keza-Drak (1st-level outsiders) 
  at all hours of the day.  
  The lock however is rather poor, crafty 
  Heroes could bypass it and get the drop on the 
  guard or slip quietly out to hide among the 
  tents.
      Keza-drak slave guards (2); Large-sized 
  1st-level outsider (native); Spd 30 ft.; Abilities 
  Str +4, Dex 0, Con +2, Int +1, Wis -2, Cha -2; 
  Feats Cleave, Rage B; Traits: Damage Reduction 
  +2/supernatural, Darkvision 60 ft.; Saves: 
  Toughness +4, Fort +4, Ref +2, Will +0; 
  Combat: Attack +0, Damage +4 (unarmed), +7 
  (scimitar), Defense +0, Initiative +0.
      
  Iron Lock; Disable Device Difﬁculty 20, 
  Strength Check to force open Difﬁculty 30, 
  Toughness +10.
  3. The Keza-drak Quarters
  The four tents here house the mightiest of the 
  Keza-Drak warriors. The largest tent is where 
  you’ll ﬁnd the Keza-Drak general, surrounded 
  by his wide selection of exotic weapons; an 
  impressive collection. He keeps two Keza-Drak 
  guards (1st-level outsider) outside at all times 
  and only those, the general wishes to see is 
  allowed inside. The tent is decorated with his 
  war trophies and weapons, a macabre sight to 
  outsiders.
      Keza-drak guards (2); Large-sized 1st-level 
  outsider (native); Spd 30 ft.; Abilities: Str +4, 
  Dex 0, Con +2, Int +1, Wis -2, Cha -2; Feats: 
  Cleave, RageB; Traits: Damage Reduction +2/
  supernatural, Darkvision 60 ft.; 
  The Wind Lord
  A Thusparri Wind Lord named Aeldai Thurash (3rd-level Adept) was caught on the 
  Trachan Steppes, as he tried to cross the steppes heading for the Feycrag Woods in the far 
  west. He carried with him an important message to one of the Narballan chieftains, asking 
  them to join forces with the elves, attacking the Keza-Drak from two sides. 
      His griffon companion was brutally slain by the Keza-Drak, but the elf was taken to the 
  slave camp and thrown into the pen. Aeldai Thurash was beaten senseless and had all his 
  ﬁngers broken, but will be able to help the heroes escape if healed properly. He knows some 
  magic that might be useful to the heroes and will do anything to get out of here alive.
  Aeldai Thurash; Medium-sized humanoid (elf) 3rd-level Adept; Spd 30 ft.; Abilities: Str 
  -1, Dex +2, Con 0, Int +4, Wis +3, Cha +2; Skills: Concentration 5 (+8), Diplomacy 6 (+10), 
  Handle Animal 5 (+7), Knowledge (supernatural) 5 (+9), Language 2, Notice 6 (+9), Ride 
  6 (+8), Sense Motive 2 (+7), Stealth 5 (+7), Survival 6 (+9); Feats: Animal Empathy, Mind 
  Over Body, Power x4, Talented (Diplomacy and Sense Motive); Powers: Beast Link, Drain 
  Vitality, Enhance Other, Truth Reading; Combat: Attack +3 (+2 Dex) or +4 (+2 Dex, +1 
  mwk), Damage -1 (unarmed), +2 (masterwork spear), Defense +3, Initiative +2, Conviction: 
  4; Saving Throws: Toughness 0, Fort +1, Ref +1, Will +3
  Saves: Toughness +4, Fort +4, Ref +2, Will +0; 
  Combat: Attack +0, Damage +4 (unarmed), +7 
  (scimitar), +8 (bow), Defense +0, Initiative +0.
  4. The Beast Cavern
  When the Keza-Drak war band ﬁrst came 
  here they found a ﬁerce gretchclaw inhabiting 
  these caverns. Instead of killing the beast, they 
  captured it. It is chained to the western wall, 
  but given enough freedom to move around in 
  the entire cavern. 
  The beast is kept as a guardian, but has 
  learned the hard way to fear the Blood Lords 
  and Keza-Drak warriors. Bones and skulls can 
  be found spread out over the entire cavern. 
  These were the slaves who were fed to the 
  beast to satisfy its hunger. 
   Every fourth day, the Keza-Drak will pick a 
  slave from the pens outside and bring him or 
  
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  her to the beast. It is a brutal sight and most 
  often the Blood Lords will watch from the 
  shadows as the creature tears the ﬂesh from 
  its victim’s body, bloodying the ground of the 
  cavern. They have a morbid fascination with 
  the gretchclaw and will never release it from its 
  captivity.
      Two corridors lead out of this cavern, the 
  southeast being the wider of the two. They both 
  lead to the same cavern, the lair of the Keza-
  Drak slave guard, K’ragaz. The Keza-Drak are 
  actually too big to move along the southwest 
  corridor, but a medium-sized creature could 
  move through this corridor with a Difﬁculty 15 
  Escape Artist check.
      Gretchclaw; Large-sized 3rd-level 
  supernatural beast; Spd 30 ft.; Abilities: Str +3, 
  Dex +1, Con +2, Int -3, Wis -1, Cha -1; Feats: 
  Great Fortitude, Tough x2; Traits: Darkvision 
  60 ft., Poison, Poison Immunity, Scent; 
  Saves: Toughness +6, Fort +7, Ref +4, Will 
  +0; Combat: Attack +3, Damage +5 (claws), 
  Defense +3, Initiative +1.
  5. K’ragaz’s Lair
  The Sundaari Blood Lord keeps a Keza-Drak 
  warrior close to his own quarters, guarding 
  the passage to the gorge. His name is K’ragaz 
  and is the largest Keza-Drak found in the entire 
  slave encampment. The general accepts that 
  the Blood Lord keeps this Keza-Drak as his 
  personal slave guard, as he has caused more 
  trouble among the other Keza-Drak warriors, 
  killing several for no known reasons.
      K’ragaz is most often found inside the Blood 
  Cavern, serving his Sundaari master, but when 
  he needs to sleep or eat, he is sent out into his 
  lair. This cave is a ﬁlthy place that smells of 
  death and rotten meat, a stench that seems to 
  bother neither K’ragaz, nor the Blood Lord. 
  A wide selection of huge skins can be found 
  in the southern part. This is where K’ragaz 
  sleeps, but also where he keeps his greatest 
  treasure, a huge ruby. The slave guard does 
  not know its real value, but is fascinated by the 
  deep crimson color and how the facets reﬂect 
  in the light from the ﬁre in the middle of the 
  room.  The ruby is worth +4 wealth (+1 for four 
  heroes).
      K’ragaz wields a mighty curved blade and 
  will attack anyone who enters his lair who is 
  not the general, one of the Blood Lord’s slaves, 
  or the Blood Lord himself. No one has been 
  able to tame the great Keza-Drak warrior, 
  except the Blood Lord whose spells have been 
  able to subdue him a little. He will follow his 
  orders, doing any task he sets them to.
      K’ragaz; Large-sized 1st-level outsider 
  (native), 2nd-level warrior; Spd 30 ft.; 
  Abilities: Str +4, Dex 0, Con +2, Int +1, Wis 
  -2, Cha -2; Feats: Cleave, Endurance, RageB, 
  Weapon Training; Traits: Damage Reduction 
  +2/supernatural, Darkvision 60 ft.; Saves: 
  Toughness +4, Fort +5, Ref +2, Will +0; 
  Combat: Attack +2, Damage +4 (unarmed), +7 
  (scimitar), Defense +2, Initiative +0.
  6. The Blood Cavern
      This cavern is the greatest of the three and 
  can be accessed from K’ragaz’s lair through a 
  corridor in the western wall. A thin stream of 
  blood runs from the south wall to the north 
  wall. This stream is no deeper than a feet and 
  5 feet wide. The blood comes from the outside 
  slaves, but has been enchanted by the Blood 
  Lords and is always warm to the touch. This 
  blood sustains the Sundaari.
      A Sundaari Blood Lord (5th-level Adept) 
  lives here with his two personal slaves and 
  rarely leave the cavern, except to talk to the 
  Keza-Drak general. He has carved arcane 
  symbols into the cavern walls, which he 
  believes will protect him from intruders.  (See 
  the notes below on the trap.)  The slaves are kept 
  in a hole in the southern part of the cavern, 
  where they must eat and drink what is thrown 
  down to them. 
     Also in this room are the Blood Lord’s 
  two personal slaves, “ﬂesh slaves” as the 
  blood lords are prone to call them.  These 
  two tortured beings have through repetitive 
  physical abuse and subjugation to the Blood 
  Lord’s powers had their bodies and mind 
  altered to such extremes that they can no 
  longer be recognized as their original selves. 
   They are completely docile unless 
  commanded to attack or their lord is 
  threatened, at which point they ﬂy into a 
  murderous killing spree, attacking without any 
  regard for personal safely.  They are loyal to 
  the Blood Lord to last breath.
  Treasures: 
  The Blood Lord has several tools hanging 
  on the northern wall, which he uses in his 
  experiments, but the real treasure here is a 
  huge chest with the valuable items that were 
  taken from the prisoners. The chest contains 
  a plethora of various trade goods, a bag of 
  gemstones, a book containing the Elemental 
  Blast Trap ritual (either real or not), candles, 
  ﬁve pounds of powdered silver, several bars of 
  iron, a beautiful ornamental elven dagger, and 
  a strange amulet.  All told these items equal 
  roughly a +3 Wealth bonus per Hero.
      Sundaari Blood Lord (1); Medium-sized 
  5th-level adept humanoid (sundaari); Spd 30 
  ft.; Abilities Str +1, Dex +2, Con +0, Int +4, 
  Wis +3, Cha +2; Skills: Concentration 8 (+11), 
  Intimidate 8 (+10), Knowledge (theology & 
  philosophy) 8 (+12), Knowledge (supernatural) 
  8 (+12), Medicine 8 (+11), Notice 8 (+11), Search 
  8 (+12), Sense Motive 8 (+11); 
  
  6
  Feats: Night VisionB, Power x8; Powers: (Rank 
  8, Save Difﬁculty 17) Boil Blood, Dominate, 
  Drain Vitality, Flesh Shaping, Harm, Mind 
  Touch, Pain, Second Sight, Suggestion; Saves: 
  Toughness +0, Fort +1, Ref +3, Will +7; 
  Combat: Attack +4, Damage +1 (unarmed), +2 
  (knife), Defense +4, Initiative +2.
      Flesh Slaves (2); medium-sized 1st-level 
  humanoid (human); Spd 30 ft.; Abilities: Str +2, 
  Dex +2, Con +2, Int -2, Wis -2, Cha -2; Feats: 
  Dedicated: Blood Lords, Improved Strike; 
  Traits: none; Saves: Toughness +2, Fort +4, 
  Ref +2, Will -2; Combat: Attack +2, Damage +3 
  (unarmed), Defense +3, Initiative +2.
      Elemental Blast Trap; 10 foot radius, Fire 
  Damage +5, Reﬂex Difﬁculty 17 saving through 
  for half.  It is up to you as the Narrator to 
  decide whether the Blood Lord succeeded in 
  using the Ritual to creating this trap (or if the 
  Ritual was in fact real or not).  If real the Ritual 
  has a Difﬁculty of 12 so it is likely that with a 
  +6 on the check he will succeed.  In that case 
  any one other than the Blood Lord himself, 
  K’ragaz, and the general entering this chamber 
  set off the trap.  See the section below for more 
  information on the new Ritual.
  Concluding the Adventure
  Depending on what hook you chose (or if 
  you made one of your own) once the slaves 
  have been freed the party will need to make 
  their way back to Horse Lords (or some other 
  employer) for payment or may choose to lead 
  Aeldai to Feycrag Woods.  
  Either way if the party has had too easy a 
  time of it feel free to have them hounded by 
  the remaining Keza-Drak who will no doubt 
  be after them once they have discovered the 
  escape.  Unless the party has an expert outrider 
  with them they should not be too difﬁcult to 
  An Ornamental Dagger, a Strange Amulet?
  Two pieces of equipment found in the chest of the Blood Lord have been intentionally left 
  vague.  Either could belong to Aeldai and perhaps hold a secret message?  Maybe one or both are 
  magical trinkets of low value, deemed useless by the Blood Lords but useful to one of the Heroes?  
  Perhaps one is an heirloom of a Narmrothan Horse Lord with an inscription hinting as much? No 
  doubt they would be grateful to those who returned it.  Whatever you decide it should serve as a 
  springboard to the Heroes’ next adventure in the Age of Blood!
  track.  Just when they are ready to give up 
  hope have them reach the Salmarin River 
  where they can use it to throw their pursuers 
  off the trail.
  New Ritual: Elemental Blast Trap
  This ritual allows the user to protect an area 
  with an Elemental Blast Trap, strange runes 
  and sigils demark the area as being somehow 
  protected.
  Power: Elemental Blast, Fatiguing 
  Difﬁculty:  Intelligence check Difﬁculty 12 (10 
  + 2 for fatiguing) Each assistant must succeed 
  on a Difﬁcult 10 Wisdom check to aid the 
  ritualist. Will save Difﬁculty 12 to avoid fatigue 
  (Widened Power).
  Ritualists: The Elemental Blast Trap ritual 
  requires only a single ritualist.
  Components: A pair of candles, a pound of 
  silver dust, at least one pint of humanoid 
  blood.
  Aids: A ritualist with at least 6 ranks in the 
  Knowledge (supernatural) skill receives a +2 
  bonus on her Intelligence check.
  Time: 10 minutes
  Costs:  Wealth 10 + ﬁnal rank of the power plus 
  the Ritualist’s Intelligence score.
  Success: If the ritualist succeeds on his 
  Intelligence check, the area is protected by a 
  trap that creates a single use of the Widened 
  Elemental Blast power (element chosen at 
  the time of use), and may designate himself 
  and additional persons not exceeding his 
  Intelligence score to be allowed to bypass the 
  trap.
  Failure: If the ritualist fails her Intelligence 
  check nothing unusual happens, however the 
  Intelligence check should be made in secret, the 
  Ritualist having no idea if it succeeded or not.  
  Either way the ritualist must expend the wealth 
  needed to create the trap.
  For more information on Rituals see Chapter 4 of 
  the True20 Companion©.
  
  7
  
  8
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  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document, Copyright 2000, Wizards of the Coast, 
  Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  original material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards 
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker, based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams,Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  True20 Companion, Copyright 2007, Green Ronin Publishing; Author 
  Steve Kenson.
  Escape From Slave Camp Thel-Kedra, Copyright 2007 Reality Deviant 
  Publications, Authors Colin Madden, Kenneth “Axel” Carlsson.
  
SOURCE: textdata/thevault/Blood Throne (true20)/True20 Blood Throne - Escape from Thel-Kadra.pdf