TEXT:  
   
  LKoK 50 
   
   
   
   
   
   
  To Be a Hero… 
   
  A One-Round D&D Living Kingdoms of Kalamar® 
  Adventure 
   
  by Andrew G. Schneider 
   
  A besieged citadel, a horde of orcs, and an ancient guardian are all par for a day in the Wild Lands. 
  Whose side is the party really on? A Living Kingdoms of Kalamar adventure for ATL’s 1-13. 
   
  ”To Be a Hero…,” 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 2004, 
  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. © 2004 Wizards of the Coast, Inc. 
   
   
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  1 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully 
  so that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
   
  Calculating Average Table Level (ATL) 
   
  LKoK uses ATL rather than Average Party Level 
  (APL) in an effort to offer challenging adventures 
  without massacring smaller or imbalanced 
  tables. What this means is that, to calculate the 
  ATL for a table, the levels of all the player-
  characters are added together. That number is 
  divided by six regardless of how many player-
  characters there actually are. This number 
  constitutes the party’s ATL (rounded to the 
  closest integer). If that number is not offered in 
  the adventure, the players may choose if they 
  play up (a higher ATL) or down (a lower ATL). It 
  is against the spirit of the campaign to deny a 
  player an open spot at a table in an effort to 
  maximize the treasure for the other players at 
  the table. Twelve players should play in 2 tables 
  of 6 not 3 tables of four. 
   
  Once you calculate the ATL write it down here 
  as you will need it later or setting the DC of 
  certain skill checks. 
   
  __________ 
   
   
  ADVENTURE NOTES 
  This module is an official supplement to the 
  Living Kingdoms of Kalamar campaign. It is 
  designed for 4 to 6 characters ranging from 1st 
  to 13th level. It is advised that PCs go through 
  this adventure with a full party, as the challenges 
  presented may overwhelm a small party of 
  adventurers. 
   
  You, the Judge (the authority figure of the table 
  and the administrator of the adventure), need a 
  copy of the Dungeons & Dragons® 3rd Edition 
  revised 
  Player's 
  Handbook 
  and 
  Dungeon 
  Master's Guide (v.3.5) for this event. The 
  adventure takes place in the Kingdoms of 
  Kalamar setting in the Principality of Pekal. 
  Therefore, the Judge should also have the 
  Kingdoms of Kalamar® Campaign Sourcebook 
  and the Kingdoms of Kalamar Player’s Guide. 
  Specific statistics for key Non-Player Characters 
  (NPCs) and other materials are included in the 
  appendix at the back of this adventure as well as 
  throughout the adventure text itself. Certificates 
  that may be photocopied are also included. The 
  Judge should read this adventure entirely no 
  less than once before playing in order to ensure 
  a precise flow of events, as there are many 
  aspects relating to the flavor and culture that are 
  important to the Living™ Kingdoms of Kalamar 
  campaign and to this adventure. 
   
   
  CALENDAR AND CLIMATE 
   
  This adventure takes place at the end of the 
  month of Famine in the Aadaf Highlands of the 
  Wild Lands. The weather is brisk and cool in this 
  area of the highlands, and despite the fact that 
  spring has begun to come to Pekal, the air is 
  chilly here, and very few plants have sprouted. 
  This is fog season in the highlands, and much of 
  the land is shrouded in mist. 
   
  MODULE NOTES 
  This module, while featuring some combat, is 
  largely focused on the players role-playing their 
  way through some tough decisions. While some 
  choices in the module are closer to “good 
  aligned” than others, there is no absolute good 
  or absolute evil conclusion to be reached. 
   
  BACKGROUND 
   
  Life in the Wild Lands is harsh at the best of 
  times, and settlements have 
  a habit of 
  disappearing with a depressing regularity. Still, 
  people come, drawn by the promise of riches 
  and freedoms unheard of in the settled 
  kingdoms. Though many of the settlements of 
  the Aadaf Highlands pledge their fealty to the 
  nations of Slen, Syhynabith, or Paru'Bor, much 
  of the land remains unclaimed, and some who 
  brave the dangers of the wilds are able to carve 
  out a niche for themselves. 
   
  The citadel of Cathan Abbey is a beacon of 
  hope and stability amidst this ever-changing 
  landscape. Located high in the mountains, it is 
  an ancient and powerful fortress that serves as 
  both a way station and a refuge for would-be 
  settlers. 
   
  Cathan Abbey has been ruled by the Fontanelle 
  family for over two hundred and fifty years, ever 
  since its founding monks were slaughtered in an 
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  2 
  orcish raid. Lord Galen Fontanelle X has just 
  taken command of the citadel following the 
  death of his father, Lord Galen Fontanelle the 
  IX, last spring. An ambitious child, Galen X has 
  come into his own as the new Lord Fontanelle, 
  but this has only whetted his appetite for power. 
  He believes his ancestors were lacking in vision, 
  and sees Cathan Abbey as the stepping stone to 
  carving out his own personal kingdom in the 
  Wild Lands. He has recently come across 
  mention of the Cathan Abbey Guardian in one of 
  his father’s old journals, and believes its power 
  will fit into his plans nicely. As of yet, the guards 
  he has sent into the catacombs in search of the 
  guardian have not returned.  
   
  Driven south after their herds and harvest were 
  devastated by early snows, the scattered 
  northern tribes of orcs and ogres have slowly 
  fallen under the banner of the ogre mage Paxus, 
  charismatic leader of the Pale Tusk Tribe. His 
  people are in dire straits, and the Citadel’s 
  stores will see them through the winter in 
  comfort. Furthermore, he views taking the 
  citadel as a pivotal step in eventually driving out 
  the settlers and retaking his people’s ancestral 
  homeland. He has led his people to the 
  wilderness surrounding Cathan Abbey and 
  prepares them for an assault, awaiting only the 
  arrival of the year’s final caravan to strike. While 
  legends tell of a terrible guardian that slumbers 
  beneath the Abbey, Paxus is determined that 
  the guardian shall never awaken. 
   
  The fabled guardian of Cathan Abbey is none 
  other than a dragon named Makikak. He is a 
  rare crossbreed, half-copper, half-red, the result 
  of an elaborate prank on the part of his father. 
  Having inherited his father’s love of games along 
  with his mother’s avariciousness, Makikak grew 
  to be an inveterate gambler. Two hundred and 
  fifty years ago, on his fifty-second birthday, he 
  fell afoul of a high stakes game of Poker 
  involving the first Lord Fontanelle and his friend, 
  the wizard Bazalc the Blue.  
   
  Unbeknownst to Makikak, the game had been 
  set up as an elaborate trap for the dragon. 
  Among his winnings was an artifact known as 
  the Collar of Command. The Collar’s magic 
  activated itself upon Makikak’s touch, and he fell 
  under the control of the Collar’s twin, the Collar 
  of Control. His first master was Lord Fontanelle. 
   
  Galen Fontanelle I used the dragon liberally in 
  the defense of Cathan Abbey while its more 
  mundane defenses were being built. Later 
  generations were more wary of the dragon’s 
  growing power, and what might happen should 
  the Collar of Control be destroyed. Unwilling to 
  free him, they hollowed out part of the mountain 
  beneath the Abbey for his lair, and left him with 
  the comfort of his accumulated winnings. The 
  Collar of Control was then buckled to the neck of 
  a massive statue of adamantine and left within 
  the lair, ensuring that while the dragon would 
  nonetheless be available for the Abbey’s 
  defense, there would be little risk of losing his 
  power to some enterprising thief. The way to the 
  lair was then filled with traps in order to 
  discourage casual visitation. 
   
  Time passed, and Cathan Abbey’s mundane 
  defenses proved more than sufficient to repel 
  the occasional stray giant or orc raid. However, 
  knowledge 
  of 
  the 
  dragon 
  was 
  carefully 
  preserved, 
  passed 
  down 
  from 
  one 
  Lord 
  Fontanelle to the next in case the dragon’s 
  power was ever needed again. 
   
  The old Lord Fontanelle saw clearly that his 
  son’s ambition would lead him to misuse the 
  dragon. After much thought, he decided not to 
  reveal Makikak’s existence, leaving the poor 
  creature to slumber on into eternity. 
   
  Makikak sleeps an enchanted sleep, awakening 
  only when someone enters his lair. He is weary 
  of his long enslavement, and dreams of the day 
  when he might be free to fly once more. 
   
  ADVENTURE SYNOPSIS 
  Introduction: 
  After escorting a caravan for House Wanifer to 
  the citadel of Cathan Abbey, the adventurers are 
  ambushed by a force of orcs and ogres intent on 
  breaching the citadel gates. 
   
  Encounter 1:  
  The adventurers are approached by Lord 
  Fontanelle. Impressed by their fighting prowess, 
  he tells them of the catacombs, the guardian, 
  and the need for the Collar of Control so he may 
  use said guardian to break the siege. 
   
  Encounter 2: 
  The PCs enter the Ogre camp to save their 
  companions or the captured men from the 
  Abbey. There, Paxus tries to convince them of 
  the right of his people to live in this land. He 
  makes an effort to enlist the PCs to kill the 
  fabled guardian of Cathan Abbey. 
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  3 
   
  Encounter 3: 
  Stone blades swing on pendulums back and 
  forth across the party’s path. They are a timed 
  puzzle which can be bypassed with some small 
  care, or manipulated into a stairway that leads 
  further into the catacombs. 
   
  Encounter 4: 
  Beyond the blades lies a thin wooden wall 
  fashioned to look like a door, behind which a 
  deadly ooze is squeezed into an empty room. 
   
  Encounter 5: 
  The party comes to a deep chasm and a long, 
  rickety wooden bridge. They must negotiate the 
  bridge and the chasm while being harried by 
  swarms of bats or hellwasps. 
   
  Encounter 6: 
  Though in fact awake when the players enter his 
  lair, the guardian Makikak is held prisoner by the 
  powerful magic of the Collar of Command. He 
  comes across as pleasant and likable, and 
  wistfully tells the player of his wishes for his 
  freedom, even as he is compelled to instruct 
  them in the use of the Collar for the defense of 
  the town, which they can then repeat to 
  Fontanelle.  
   
  Conclusion: 
  The players have several obvious choices. They 
  can give Makikak over to Fontanelle, thus saving 
  the town but leaving the guardian’s power in 
  Fontanelle’s dubious hands. They can slay the 
  guardian, 
  appeasing 
  Paxus 
  while 
  earning 
  Fontanelle’s lasting enmity. Or they can free the 
  guardian, earning a powerful friend, and leave 
  the town to its fate. They can also try and steal 
  the Collar of Control. If they do so, read 
  Conclusion D.  They will not be able to use the 
  Collar for anything other than killing Makikak. 
   
  INTRODUCTION  
  The Arrival 
   
  Summary: After escorting a caravan for House 
  Wanifer to the citadel of Cathan Abbey, the 
  adventurers are ambushed by a force of orcs 
  and ogres intent on breaching the citadel gates. 
   
  A mission guarding a caravan for House 
  Wanifer has brought you deep into the Wild 
  Lands, to the mountain citadel of Cathan 
  Abbey. A fog has descended on the road, 
  making the terrain difficult to see and 
  surrounding you in a wet chill. With the 
  promise of warm beds and a hot meal 
  foremost in your thoughts, the caravan 
  master pushes hard towards the end of the 
  journey, and you reach the citadel gates as 
  the sun is setting behind the mountains. The 
  greyed out world grows dim as the evening 
  grows. Two guards keep a wary eye on the 
  surroundings as they usher the caravan 
  wagons through the gate. 
   
  Make Spot and Listen checks for the PCs (DC 
  15 + ATL): 
  • 
  PCs who succeed on their Spot checks 
  notice a number of indistinct shapes 
  moving at the edge of the light. 
  • 
  PCs who succeed on their Listen checks 
  notice that beyond the dripping water, 
  the surrounding wilderness has gone 
  oddly quiet. 
   
  Regardless of the PCs success or failure in the 
  above checks, read the following: 
   
  As the last wagon reaches the gate before 
  you, there’s movement out of the corner of 
  your eye. You watch in stunned horror as a 
  javelin sails out of the gloom and takes one 
  of the horses in the eye. It goes down with a 
  shrill whinny, foundering the wagon in the 
  gateway and sending the surviving horse 
  into a panic. A band of orcs and ogres ghost 
  onto the road in eerie silence, charging the 
  gate. 
  • 
  PCs who succeeded in either their spot 
  or listen checks can act during the 
  surprise round. 
  • 
  PCs may make a Heal DC 15 or 
  Knowledge (Monster) DC 10 if they 
  engage 
  the 
  attackers. 
  Those 
  who 
  succeed notice that their attackers are 
  unusually thin, and have a gaunt, 
  hungry look in their eyes. 
   
  The PCs (and the two guards) are initially 
  attacked by a combination of orcs and ogres 
  (See Appendix I for full statistics). 
   
  PCs may make additional Spot checks DC 
  12+ATL, or Knowledge (Military Tactics) DC 
  10+ATL, to determine that this is only the first 
  wave of enemies. There are more behind, so the 
  PCs should make getting the wagon to safety 
  their first priority (see below). 
   
  ATL 1 (CR 3) 
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  4 
  4 Wimpy Orcs and 1 Starved Ogre 
   
  ATL 3 (CR 5) 
  4 Orcs and 1 Ogre 
   
  ATL 5 (CR 7) 
  4 Rough Orcs and 3 Ogres 
   
  ATL 7 (CR 8) 
  4 Brutal Orcs and 3 Ogres 
   
  ATL 9 (CR 9) 
  4 Rabid Orcs and 3 Strong Ogres 
   
  ATL 11 (CR 11) 
  4 Bloodcrazed Orcs and 3 Powerful Ogres 
   
  ATL 13 (CR 13) 
  4 Slaughterfist Orcs and 3 Champion Ogres 
   
  Tactics:  
  • 
  Because of the fog, all creatures beyond 
  5 feet have concealment, granting a 
  20% miss chance. This applies for both 
  monsters and PCs. 
  • 
  Surprise Round: The orcs and any 
  ogres beyond the first move in to attack. 
  The first ogre always remains behind to 
  lob javelins. 
  • 
  Round 1: The guardsmen sound the 
  alarm and turn to fight, charging the 
  nearest enemy. 
  • 
  Round 
  2: 
  Read 
  the 
  following: 
  A 
  resonant voice calls from the citadel 
  “Clear the gates!” 
  • 
  Round 3: Starting this round, and every 
  round thereafter, another guardsman 
  sallies forth from the gates and join the 
  combat. Read the following: “I don’t 
  care what it takes. Get out there and 
  hold them off. My citadel will not be 
  breached.” 
  (The 
  speaker 
  is 
  Lord 
  Fontanelle) 
  • 
  Round 4: 1 additional orc joins the fight 
  this round, and every round thereafter, 
  up to a number of orcs per ATL. 
  • 
  Round 8: If the combat is still raging by 
  Round 8, 1 additional ogre jogs into the 
  fray.  
  • 
  The orcs and ogres use non-lethal 
  damage. They are trying to take 
  prisoners. If they can manage to take 
  one of the PCs prisoner, all well and 
  good. If not, regardless of how well the 
  PCs do, the orcs and ogres succeed in 
  capturing at least one of the Abbey 
  guards. 
  • 
  The guards fight for the safety of their 
  town. They do not retreat until the gates 
  begin to close, and are taking no 
  prisoners. 
   
  Battlefield: The gate is 20ft wide, and the walls 
  stretch 30ft. to either side before hitting a small 
  cliff. A winding road leads up the mountain to the 
  citadel. The area 50ft. ahead of the citadel is 
  cleared of brush and trees, while the area 
  beyond is rough hills dotted with a scattering of 
  mountain pine. There is limited visibility in the 
  foggy twilight. PC’s can see 40ft, or 80 with low-
  light vision, but indistinctly.  All creatures beyond 
  5 feet have concealment, with a 20% miss 
  chance. 
   
  Development: Several things must happen in 
  the following order to clear the wagon from the 
  gate: 
  • 
  The dead horse must be cut from its 
  harness. This requires the combined 
  efforts of 4 full-round actions (one 
  person can accomplish this task in 4 
  rounds, or 4 could do it in 1 round, etc). 
  The caravan master begins cutting the 
  harness as of round 3. 
  • 
  Once cut from its harness, the dead 
  horse must be moved out of the way (10 
  ft away from the wagon in any direction). 
  The horse weighs 800 pounds (Due to 
  the rough terrain and the nature of the 
  body, a PC’s Push or Drag equals twice 
  his maximum load). 
  • 
  The remaining horse must be calmed. A 
  Handle Animal DC 15 or Wild Empathy 
  accomplishes this in 1 round. (Creative 
  use of spells, including speak with 
  animals or even calm emotions may 
  also accomplish this.) The caravan 
  master, if left alone to do this, takes 2 
  rounds. 
  • 
  The wagon must be moved through the 
  gate. This takes 2 rounds. 
  • 
  Once the wagon is clear, the gate 
  begins closing. It takes 2 rounds to 
  close. If any PCs foolishly remain 
  outside, they can get over the wall with 
  a Climb DC 20. The walls are 30ft high. 
   
  PCs may come up with a creative way to clear 
  the horse out of the way, calm the remaining 
  horse, and guide the wagon through the gates 
  not listed above. Allow them to follow up their 
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  5 
  plans, and if they should work according to the 
  core rules, allow their efforts to succeed. If the 
  PCs are more interested in fighting monsters 
  than aiding the caravan, have the caravan 
  master shout for their help, just to make them 
  aware that their goal here isn’t to win the battle, 
  but to get everyone safely inside the gates. 
   
  Note: The goal of the introduction is to ratchet 
  up the tension right from the start of the module, 
  and impress upon the players the danger that 
  they are in. If the PCs look like they are being 
  overwhelmed, 
  hold 
  back 
  the 
  monstrous 
  reinforcements. If they look like they’re mopping 
  the floor with the orcs and ogres, have the 
  monsters enter the battle faster. This is a battle 
  that the PCs cannot win, but should survive. 
   
  • 
  To make the combat run faster and 
  keep the spotlight on the PCs, assume 
  that battle between the guards and the 
  orcs and ogres is progressing roughly in 
  favor of the guards, who are succeeding 
  in killing a few of their opponents, but 
  that, as mentioned before, at least one 
  of them is taken prisoner. Feel free to 
  put these miniatures out to enhance the 
  feel of battle. 
   
   
  ENCOUNTER 1 
  Besieged 
   
  Summary: The adventurers are approached by 
  Lord Fontanelle. Impressed by their fighting 
  prowess, he tells them of the catacombs, the 
  guardian, and the need for the Collar of Control 
  so he may use said guardian to break the siege. 
   
  The gates bang shut behind you, and the 
  wounded guardsmen collapse, moaning to 
  the ground. The caravan master is directing 
  several laborers in unloading the wagons, 
  while several healers rush out into the yard, 
  bandages in hand. A sharp featured man 
  sporting furs and a heavy gold chain picks 
  his way carefully through the wounded. His 
  distaste is evident even in the half-light; 
  nevertheless he stops now and again to offer 
  a word of comfort or hold the hands of the 
  dying. Finally, he comes to you. 
   
  The man begins to speak, waiting only for 
  the howls of the orcs beyond the gates to 
  subside. “Greetings. I am Galen Fontanelle 
  X, Lord of Cathan Abbey.” This last he adds 
  almost self-consciously, though the robes of 
  office and the heavy gold torque around his 
  neck proclaim its truth for all to see. 
  • 
  PCs who succeed on a Knowledge 
  (Nobility and Royalty) DC 15 know that 
  the Fontanelles are the hereditary rulers 
  of Cathan Abbey. Their citadel has been 
  a safe haven for settlers in the Wild 
  Lands for over 600 years. 
   
  If one of the PCs was captured, adjust the 
  following text, as Fontanelle apologizes for the 
  danger their friends are now in. 
   
  “This is a poor excuse for a welcome, but 
  allow me to be the first to thank you for your 
  help in securing the gate. Your efforts are 
  greatly appreciated, and I fear that even more 
  men might have been captured.” He pauses 
  as a young guard rushes up and whispers 
  something in his ear. 
  • 
  PCs who succeed on a Listen DC 
  16+ATL are able to overhear the young 
  guard: “Milord, the fires of the enemy 
  surround us on all sides. We are 
  besieged.”  
   
  “Thank you.” He returns his attention to you. 
  “The situation, my friends, is worse than I 
  feared. Though it pains me to ask so soon 
  after your already monumental efforts, I need 
  your help. The very safety of this citadel is at 
  stake. Will you hear me out?” 
  • 
  Sense Motive DC 15 to realize that Lord 
  Fontanelle seems truly desperate. 
  • 
  Sense Motive DC 20 to realize that Lord 
  Fontanelle, while desperate, is hiding 
  something. 
  • 
  Sense Motive DC 25 to realize that Lord 
  Fontanelle is actually fairly confident the 
  citadel can withstand the siege for some 
  time, and what sounds like desperation 
  is more like urgency. 
  • 
  Sense Motive DC 30 to realize that the 
  watchman’s report, though worrisome, 
  did not change Lord Fontanelle’s plans 
  or what he is about to say. 
  o 
  Note: PCs who succeed in a 
  Knowledge: Architecture DC 15 
  gain +5 to their Sense Motive 
  check as they get a closer look 
  at 
  the 
  citadel’s 
  formidable 
  defenses. 
   
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  6 
  Development: If the PCs agree to hear him out, 
  continue. If they refuse at any time, move to 
  encounter 2. 
   
  “Excellent. I fear we are overmatched by the 
  forces we face. I need you to find a way 
  through the trapped catacombs beneath the 
  citadel and retrieve a powerful artifact known 
  as the Collar of Control. This will allow me to 
  rouse Cathan Abbey’s ancient guardian from 
  its slumber and drive back these monsters.  
  With this guardian's help, I believe we can 
  rescue the captives taken by the monsters.” 
  • 
  Sense Motive DC 20 (Fontanelle’s Bluff) 
  to realize that while Lord Fontanelle is 
  telling the truth, his plans for the 
  guardian do not end with the defense of 
  Cathan Abbey. 
  o 
  Note: PCs who made 30 or 
  higher on the previous Sense 
  Motive get a +10 bonus to this 
  check, reflecting their suspicions 
  of Fontanelle. 
   
  If the PCs confront Fontanelle about his future 
  plans, read the following or adapt it as 
  necessary to fit into the conversation:  
   
  “Open your eyes, adventurers. What did you 
  see en route to the Abbey? Scattered 
  settlements 
  separated 
  by 
  tracks 
  of 
  wilderness, couples and clans clinging to life 
  by their fingernails. But the Wild Lands have 
  the potential to be so much more! Perhaps 
  we will survive without the guardian, but not 
  only will its use save lives; with its power I 
  can make a better future for my people, for 
  all the Wild Lands.” 
  • 
  Fontanelle has no qualms about his 
  plans to tame the Wild Lands, and 
  speaks of them freely and at length. 
  • 
  Sense Motive DC 5: The PCs can sense 
  the passion and conviction in his voice. 
  • 
  Knowledge (Geography) DC 15 or 
  Knowledge (Local: Wild Lands) DC 5 to 
  know that people come to the Wild 
  Lands to be away from the kings and 
  emperors of other lands. They live and 
  die by the strength of their wit and 
  blade, and prefer it as such.  
   
  What Fontanelle knows (and doesn’t): 
  • 
  Aside from the location of the entrance, 
  he 
  knows 
  nothing 
  further 
  of 
  the 
  catacombs or the traps within. 
  • 
  He knows of no reason the monsters 
  would attack in such force, though 
  smaller raids are frequent in the winter. 
  • 
  He 
  knows 
  nothing 
  regarding 
  the 
  guardian, save that its name is Makikak 
  and it is controlled through the Collar of 
  Control. 
  o 
  PCs who speak Draconic know 
  that Makikak is an archaic form 
  of 
  the 
  draconic 
  word 
  for 
  Mistake. 
   
  Development: Lord Fontanelle happily offers a 
  reward of 200 gold per person at ATLs 1-3, 400 
  at ATLs 5-9, and 600 at ATLs 11+ for completing 
  the mission. 
   
  Lord Fontanelle: Male Human Ari7 
   
   
  ENCOUNTER 2 
  The Ogre’s Parley 
   
  Summary: The PCs enter the Ogre camp to 
  save their companions or the captured men from 
  the Abbey. There, Paxus tries to convince them 
  of the right of his people to live in this land. He 
  makes an effort to enlist the PCs to kill the 
  fabled guardian of Cathan Abbey. 
   
  A man shouts down from his post above the 
  gates.  "My lord!  One of the monsters is 
  approaching the gate, bearing a white flag!"   
  Fontanelle blinks, and then hurries up to the 
  battlements.  "What do you want, carrion?" 
   
  Standing about forty feet from the gate is a 
  large, green-skinned humanoid with two 
  small horns curling around his forehead and 
  piercing white eyes. He wears a long fur robe 
  that has seen better days, and a necklace of 
  claws. 
  • 
  With a Knowledge (Nature) DC 10 the 
  PC recognizes the furs as belonging to 
  wolf, wildcat, and red deer, all animals 
  native to the Highlands. The necklace is 
  made of wolf claws. 
  • 
  With a Knowledge (Nature) DC 15 the 
  PC recognizes the creature standing 
  before him as an Ogre-Mage  
  • 
  With a Knowledge (Nature) DC 20 the 
  PC 
  knows 
  that 
  Ogre-Mages 
  are 
  powerful spellcasting cousins of Ogres  
  • 
  With a Knowledge (Nature) DC 25 the 
  PC knows that Ogre-Mages are said to 
  share the blood of trolls  
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  7 
   
  The creature smiles, and replies in an 
  urbane, cultured voice, "Ah ah ah, now that's 
  no way to speak to someone who is here for 
  an honest parley, and, moreover, holds some 
  of your men hostage.  You, milord, are 
  clearly too blinded to deal with.  Send me the 
  warriors who defended your gates.  I respect 
  their strength.  Tell them to come to my 
  camp under a white flag, and we will discuss 
  appropriate recompense for the lives of your 
  men." 
   
  With that, the creature turns and flies away. 
  Fontanelle grits his teeth. "I do not trust that 
  beast, but I fear we have little choice.  Will 
  you go out to him?" 
   
  If the PCs say yes, proceed with the boxed text. 
  If the PCs say no, skip to Encounter 2A. 
   
  The fog billows and swirls around you as 
  you move down the slope.  A tall, gaunt orc 
  sees you, grunts, and points off the road, 
  towards a thicket.  Beyond the thicket lies a 
  camp, in the loosest sense of the word.  
  There is one tent, and a few small fires, but 
  no smell of cooking.  There are a few smaller 
  orcs crying and clutching their bellies, and 
  the older orcs move listlessly and slowly.   
  The creature from before comes out of the 
  one tent, and approaches you, notably 
  unarmed.  “I am Paxus, leader of the Pale 
  Tusk clan and Warchief of the Northern Host. 
  I am here to parley, that we might resolve 
  this conflict without further bloodshed.” 
  • 
  If the PCs do not attack, continue. 
  • 
  If the PCs attack at any time, Paxus 
  turns invisible and gaseous as he flees. 
  He calls out one more time to them 
  pleads for chance to make his case, but 
  does 
  not 
  risk 
  himself 
  against 
  bloodthirsty maniacs.  His entire camp 
  also flees.   
   
  “Before we release our prisoners, you must 
  hear me out.  Early snows froze our herds 
  and crops, and have brought my people to 
  the brink of starvation. We came south so 
  that we might find food. That is what brings 
  us to this place. Yet these are our ancestral 
  lands, stolen from us by the first Lord 
  Fontanelle with the help of his pet. Our 
  legends tell of how my people were driven by 
  fire and fear to the inhospitable North. The 
  time to retake our heritage has been long in 
  coming. That is why we must stay. 
   
  "I know that Lord Fontanelle has asked you 
  to retrieve an artifact and use it to summon 
  the guardian of the keep.  He expects to use 
  it to free our hostages.  Then let me give you 
  a gesture of good faith.  Take the prisoners.  
  They are in the tent, and have been treated 
  by our healer." 
   
  “What then, you must be thinking, does this 
  change? Truth: My people will starve if we do 
  not take this citadel by fire and sword. Truth: 
  You have come here to wake the guardian 
  and destroy us all. Let there be a third path, 
  walked by wiser feet. Kill the guardian, or 
  ensure its forever slumber, that it may not 
  perpetuate the wrongs of ages past. In 
  return, we shall spare all within once the 
  citadel falls, and escort you safely to the 
  edge of the Wild Lands. What say you?” 
   
  • 
  With a successful Sense Motive DC 10-
  30 the PCs can sense he is telling them 
  the truth. 
  • 
  With a Knowledge Geography DC 15, 
  the PCs know that Cathan Abbey’s fall 
  would slow and possibly reverse the 
  eventual settlement of the Wild Lands. 
  • 
  With a Knowledge History DC 15 the PC 
  knows that Orcs and Ogres were indeed 
  the original inhabitants of this region. 
   
  If the PCs parley with Paxus, he willingly 
  discusses whatever the PCs desire, as he feels 
  that the more they know of his people and their  
  plight, the more inclined they are to side with 
  him. 
   
  Diplomacy 
  DC 
  15+ATL 
  and 
  the 
  proper 
  prompting reveals the following: 
  • 
  His forces number over 1,000  orcs and 
  300 ogres. 
  • 
  It takes a Sense Motive DC 15+ATL to 
  perceive that while the numbers are 
  truthful, 
  he 
  seems 
  to 
  be 
  hiding 
  something. 
  o 
  If Paxus is questioned further 
  about his troops, he admits that 
  most of them are women, 
  children, and elders. 
  • 
  Paxus believes the guardian to be some 
  sort of terrible demon, and would that its 
  power be denied the world for all time. 
  He only knows this from legends, 
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  8 
  however, and cannot guarantee that the 
  guardian is a creature of evil—only that 
  it has slain his ancestors. 
  • 
  He cares passionately for his people, 
  and does whatever is necessary to 
  ensure their survival. 
  • 
  He learned of Fontanelle’s attempts to 
  waken the guardian from interrogating 
  guards captured in the assault on the 
  caravan. The guards are alive and well. 
   
  Paxus bargains with the PCs, and offers all the 
  wealth of his tribe (he believes his people can 
  gather a total of 10xATL gold, though such a 
  sum leaves them destitute) if it looks as if they 
  are likely to refuse. Though he may omit 
  information, he does not lie. His goals are the 
  following: 
  • 
  Secure food and supplies for his people, 
  so that they might survive the coming 
  winter. 
  • 
  Regain possession of his people’s 
  ancestral 
  lands 
  (including 
  Cathan 
  Abbey) 
  • 
  Ensure 
  that 
  the 
  guardian 
  is 
  not 
  awakened and used against his people. 
   
  Paxus 
  would 
  be 
  willing 
  to 
  agree 
  to 
  a 
  compromise involving the shared possession of 
  his people’s lands if the PCs suggest it. 
  However, Lord Fontanelle would never agree to 
  such a deal, and would need to be removed 
  from power before such a pact could be 
  enforced. The PCs should realize that the 
  guards are extremely loyal to Fontanelle, and 
  that the PCs themselves would not survive a 
  coup attempt. 
   
  If the PCs offer to negotiate with Prince Kafen of 
  Pekal for land within the Mounds District of their 
  home nation in return for the fealty from Paxus 
  and his people, Paxus considers this offer if the 
  PCs are able to make a DC 30+ATL Diplomacy 
  roll. (Allow bonuses for aiding and role play.) 
  Though not the lands of his ancestors, the 
  prospect of a place where he and his people can 
  belong at peace is an appealing one. PCs have 
  already seen that Prince Kafen is open to such 
  negotiation, as the Black Nail clan of Orcs now 
  resides peaceably inside the borders of Pekal. 
  Paxus requires some demonstration of faith on 
  the part of the PCs, however, before he accepts 
  this deal: this may come in the form of food 
  supplies, coin, or some guarantee from the 
  Crown. (If the PCs are able to contact the Gray 
  Legion with this proposal, particularly if they are 
  able to reach “Borgo,” he can confirm the 
  willingness of Pekal to enter into a treaty should 
  Paxus and his people reach the border.)  Lord 
  Fontanelle will not believe this, and does not 
  want his ambitions hindered anyway, so he still 
  offers to pay the PCs to awaken the guardian.   
   
  Paxus: Male Ogre-Mage 
   
   
   
  ENCOUNTER 2A (Optional) 
  A Morning Plea 
   
  Note: This encounter takes place only if the PCs 
  refuse to go out to Paxus the night before. 
   
  Give the PCs Player Handout #1 – A letter from 
  Lord Fontanelle. 
   
  Once at the tower, Fontanelle gestures to the 
  surrounding hills, which are swarming with orcs 
  and ogres under the morning sun. He then asks 
  the PCs once more for their aid. If they hear him 
  out, proceed with the rest of Encounter 2.  When 
  they return, Fontanelle asks them to enter the 
  catacombs and retrieve the Collar of Control 
  (see above). 
   
  If the PCs refuse once more to aid Lord 
  Fontanelle, the adventure is over. Read the 
  following: 
   
  Lord Fontanelle and many of his guardsmen 
  vanish later that afternoon, and are never 
  seen again. Over the course of the next few 
  days, the monstrous horde hammers away at 
  the citadel defenses. Despite your best 
  efforts, the defenses are breached on the 
  fourth day, and the survivors surrender. 
  Strangely enough the orcs, under the 
  command of a proud ogre mage, allow you to 
  leave with your lives, along with the promise 
  that should you ever again enter the Wild 
  Lands, it will be under penalty of death. You 
  arrive home several weeks later tired, 
  hungry, and sure in your hearts that any 
  chance to make a difference at Cathan Abbey 
  has come and gone. 
   
  If any PCs were captured by the orcs in the 
  Introduction, they must spend their Non-
  Adventuring Activity for this module escaping. 
  They can make no purchases and gain no meta-
  org benefits. 
   
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  9 
  ENCOUNTER 3 
  The Swinging Blades 
   
  Summary: Stone blades swing on pendulums 
  back and forth across the party’s path. They are 
  a timed puzzle which can be bypassed with 
  some small care, or manipulated into a stairway 
  that leads further into the catacombs. 
   
  Regardless of whether the PCs choose to help 
  Paxus or Lord Fontanelle, they are being given 
  the option to go down into the cellar.  You can 
  role-play Fontanelle's reaction to what Paxus 
  told them, or you can assume that they lied and 
  have not told him about the other offer. 
   
  Lord Fontanelle leads you down to the cellar. 
  Passing a number of dusty wine racks, he 
  fiddles with one of the bottles, and one of the 
  wine racks swivels aside, revealing a secret 
  passage. “Good luck,” he says. “I eagerly 
  await your return.” Stairs curve down into 
  the darkness as the doorway recedes away 
  from your light. 
  • 
  On a successful Spot DC 15, the PCs 
  notice that the dust has been disturbed 
  recently. 
  • 
  Anyone with Survival DC 15 plus the 
  Track Feat can tell that the tracks are 
  human in nature, and closely resemble 
  the standard issue boots worn by the 
  guardsmen of the keep. 
   
  It is extremely dark inside the tunnel. Anyone 
  without darkvision is unable to see more than 
  five feet in front of his face without a light 
  source. 
   
  As you move deeper into the catacombs, the 
  walls change from masonry to rough hewn 
  stone. This passage was carved out of the 
  very bones of the mountain. The stairs 
  straighten out into a long corridor ten feet 
  wide and ten feet high. At the edge of your 
  light, you notice the body of a guardsman, 
  his face and hands purple and bloated. 
  • 
  A Heal check DC 10 reveals that the 
  guard was killed by poison. 
  • 
  Search DC 21 reveals an expended 
  poison arrow trap hidden in the wall. 
   
  Moving onwards, the PCs find several more 
  guards who have died on a spiked pit trap, a 
  wall blade trap, and a spear trap, respectively. 
  Feel free to describe their deaths in gruesome 
  detail. The PCs are in no danger of these traps, 
  as they have obviously been triggered and are 
  warned well in advance of their presence by the 
  smell of rotting flesh. 
  • 
  Heal DC 15 reveals that the guards died 
  as recently as 3 days ago. 
   
  Once they reach the final guardsman, read the 
  following: 
   
  The corridor is clear for another forty feet, 
  ending in a simple wooden door. 
   
  Twenty feet beyond the final guardsman and 20 
  feet before the door, the swinging blade trap 
  begins. The swinging blades are activated by 
  stepping on the pressure plate 20 feet from the 
  door, 10 feet wide.  4 blades swing down, one 
  every five feet, 2 from the right, 2 from the left.  
   
  ATLs 1-5 
  Four Modified Ceiling Pendulum Traps: CR1; 
  mechanical, timed trigger, automatic reset; Atk 
  +8 melee (1d8/x3, battleaxe); Search DC 21; 
  Disable Device DC 22. 
   
  ATLs 7-13 
  Four 
  Ceiling 
  Pendulum 
  Traps: 
  CR3; 
  mechanical; timed trigger; automatic reset; Atk 
  +15 melee (1d12+8/x3, greataxe); Search DC 
  15; Disable Device DC 27. 
   
  Once the blades are activated, read the 
  following: 
   
  Thick stone blades scythe back and forth, 
  pendulum-like, down from the ceiling and 
  across the hallway. 
   
  While the blades represent a small danger for 
  the PCs, they are actually a timed puzzle which, 
  when manipulated properly, allows the PCs to 
  bypass the true trap, which lies beyond the 
  wooden door.  
   
  The Judge is advised to go into “real-time” for 
  this puzzle,. From the moment initiative is rolled, 
  the blades swing on rounds 1, 3, 6, 8, 10, 11, 
  12… and every round thereafter.  They have 
  sped up, confusing the timing.  
   
  The blades can be disabled with a Disable 
  Device Check as in the description, or can be 
  stopped with a two fold check.  First, at least one 
  of the PCs need to stand in either of the squares 
  that the blades attack and make a Reflex Save, 
  DC 22+ATL.  This catches the blade.  The next 
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  10 
  check is a Strength check, DC 20+ATL.  This is 
  to stop the blade and break the timing 
  mechanism.   Various uses of Wall of Force, 
  Wall of Stone, lassos, or other creative methods 
  can grant a bonus to the Strength check.  If 
  either of the checks fail, the trap attacks using 
  the characters flat-footed AC (the character just 
  stepped in front of a trap, knowingly).  Uncanny 
  Dodge applies. 
   
  Both the Disable Device check and the 
  Reflex/Strength checks are only made once, as 
  all 4 blades are controlled by the same timing 
  mechanism.  (The Disable Device check is 
  intentionally 
  easier 
  to 
  pass 
  than 
  the 
  Reflex/Strength check, because that is the skill 
  appropriate to the encounter, but it should be 
  possible to bypass the blades even for a party 
  lacking Disable Device.) 
   
  If the PCs run through the blades to open the 
  door at the far end, proceed to Encounter 4. 
   
  If, and ONLY if, the PCs manage to stop the 
  blades, read the following: 
   
  With a grinding squeal, the blades halt.  You 
  see that each blade is of a different size, 
  looking almost like stairs.  With a bit of 
  effort, you could climb them to what looks 
  like a slight ledge maybe four feet above the 
  door at the end of the hall. 
   
  • 
  Climb Check DC 10+ATL gets them to 
  the ledge above the door, which is 10 
  feet off the ground (1d6 falling damage, 
  unless they jump intentionally and pass 
  their Jump or Tumble check). 
  • 
  A Search DC 20+ATL of the ceiling 
  beyond the blades reveals what looks 
  like part of a secret door.   
  • 
  An Open Locks check DC 20+ATL  
  opens the door and allows the PCs to 
  enter 
  the 
  hallway. 
  This 
  hallway 
  reconverges with the main hall at the 
  beginning of Encounter 5. 
   
   
  Note: Correctly solving this puzzle allows the 
  PCs to bypass the ooze in encounter #4.   
   
  ENCOUNTER 4 
  Ooze Ahoy! 
   
  Summary: Beyond the blades lies a thin 
  wooden wall fashioned to look like a door, 
  behind which a deadly ooze is squeezed into an 
  empty room. 
   
  Once past the swinging blades, you realize 
  you were correct, the corridor ahead is 
  blocked by a wooden door. Neither doorknob 
  nor keyhole are in evidence. 
   
  The “door” is actually a thin wooden wall of 
  stone covered in a veneer of wood. Behind the 
  wall is a room filled with a deadly ooze. 
  • 
  Listen:  No sound can be heard beyond 
  the door. 
  • 
  Search: The door appears to be well 
  made 
  and 
  is 
  set 
  flush 
  into 
  the 
  surrounding stone. 
   
  Fake Door: ½ in thick; hardness 2; hp 2; AC 5; 
  Break DC 10. 
   
  If the door is broken, the ooze immediately flows 
  out through the hole and attacks (gaining a 
  surprise round).  The ooze also pushes out into 
  the corridor, which may still have swinging 
  blades. If the blades ARE still swinging, they will 
  do damage to the ooze if they hit at ATLs 1-5, 
  but at ATLs 7-13 the ooze will use its Split ability 
  to avoid the slashing damage. 
   
  ATL 1 (CR 2) 
  Diluted Gelatinous Cube 
   
  ATL 3 (CR 3) 
  Gelatinous Cube 
   
  ATL 5 (CR 4) 
  Gray Ooze 
   
  ATL 7 (CR 5) 
  Ochre Jelly 
   
  ATL 9 (CR 7) 
  Black Pudding 
   
  ATL 11 and 13 (CR 12) 
  Elder Black Pudding 
   
  After the combat is over, have the PCs make a 
  search check in the room where the ooze was 
  trapped.  The secret door in the room containing 
  the ooze can be found with a Search (DC 
  20+ATL). It leads to a small passage which 
  eventually rejoins the main route through the 
  catacombs, at the beginning of Encounter 5. 
   
  ENCOUNTER 5 
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  11 
  Crossing the Dark 
   
  Summary: The party comes to a deep chasm 
  and a long, rickety wooden bridge. They have to 
  negotiate the bridge and the chasm while being 
  harried by swarms of bats or hellwasps. 
   
  Note: The true danger of this encounter lies in 
  the bridge and the chasm itself, not the bats. 
   
  The passage continues downwards with 
  neither break nor pause, finally opening up 
  on the lip of a long underground chasm. 
  Swaying slightly, a slender bridge of rope 
  and wood hangs in the night. The bridge is 
  mottled with white splotches.  Ten feet 
  beyond the end of the bridge is a tunnel 
  opening. 
  • 
  Search DC 16+ATL or Knowledge 
  (Architecture 
  and 
  Engineering) 
  DC 
  11+ATL: The bridge appears old, but 
  remains in remarkably good condition. 
  • 
  Listen DC 16+ATL: You hear a soft 
  chittering, and the click-clack of claws 
  on stone coming from somewhere 
  above you. 
  • 
  Knowledge (Nature) DC 5 or Survival 
  DC 15 reveals the white splotches on 
  the bridge to be bat guano (or hellwasp 
  excretions at higher ATLs). 
   
  Bats (or hellwasps, at higher ATLs) roost in the 
  cavern ceiling 100 feet above the bridge. The 
  bridge itself is 60 feet across. Once the party is 
  halfway 
  across, 
  the 
  party’s 
  light 
  source 
  (assuming they are not stumbling in the dark) 
  has sufficiently disturbed the bats or hellwasps 
  that they will attack.  
  • 
  Low-light vision and a Spot DC 15+ATL 
  discerns the bats or hellwasps and their 
  approximate number (A single swarm is 
  5,000 creatures) prior to the attack. 
   
  ATL 1 (EL 1) 
  1 Bat Swarm 
   
  ATL 3 (EL 3) 
  2 Bat Swarms 
   
  ATL 5 (EL 5) 
  3 Bat Swarms 
   
  ATL 7 (EL 7) 
  6 Bat Swarms 
   
  ATL 9 (EL 9) 
  10 Bat Swarms 
   
  ATL 11 (EL 11) 
  3 Hellwasp Swarms 
   
  ATL 13 (EL 13) 
  5 Hellwasp Swarms 
   
  Every round after the bats attack, the PCs must 
  make a Balance DC 10 + Damage taken to not 
  stumble off the bridge. 
  • 
  Because the PCs are Balancing, they 
  can only move 1/2 their speed. If they 
  beat the check by 5 or more (DC 15+ 
  Damage taken) they can move their full 
  speed.  PCs, for this encounter, cannot 
  move through the space occupied by a 
  friendly character.  Once on the bridge, 
  that is the order in which they stay. 
  • 
  If the PCs stumble, they can catch a 
  rope as they fall with a Reflex Save DC 
  15. 
  • 
  Also, a nearby PC can grab their hand 
  with a Reflex Save DC 10 and spend a 
  full round action pulling them up. 
  • 
  Lying prone and crawling along the 
  bridge negates the risk of falling, but 
  reduces movement to 1/4 speed per 
  round. 
   
  Falling in the chasm has different consequences 
  depending on the ATL: 
  • 
  ATL1:  20 foot fall (2d6, fall) 
  • 
  ATL3:  30 foot fall onto stalagmites 
  (3d6, fall) stalagmites (Atk +8, 1d4 
  stalagmites for 1d4+1 piercing each) 
  • 
  ATL5: 40 foot fall onto stalagmites (4d6, 
  fall) stalagmites (Atk +8, 1d4 stalagmites 
  for 1d4+1 each) 
  • 
  ATL7: 50 foot fall onto stalagmites (5d6, 
  fall) stalagmites (Atk +8, 1d4 stalagmites 
  for 1d4+1 each) 
  • 
  ATL9: 60 foot fall onto stalagmites (6d6, 
  fall) stalagmites (Atk +8, 1d4 stalagmites 
  for 1d4+1 each) 
  • 
  ATL11: 70 foot fall onto stalagmites 
  (7d6, fall) stalagmites (Atk +8, 1d4 
  stalagmites for 1d4+1 each) 
  • 
  ATL13: 80 foot fall onto stalagmites 
  (8d6, fall) stalagmites (Atk +8, 1d4 
  stalagmites for 1d4+1 each) 
   
  The chasm walls can be scaled with Climb DC 
  20. PCs with the slowfall ability can only use this 
  within 5 feet of either side of the chasm. 
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  12 
   
  Tactics:  
  • 
  The swarms retreat when reduced to ½ 
  hp or less. 
  • 
  The bats do not attack if there is no light 
  source. 
  • 
  The bats attack whoever has the light.  If 
  they drop the light, the bats will follow 
  the light down into the chasm until 
  another light is struck. 
   
   
  ENCOUNTER 6 
  The Guardian 
   
  Summary: Though in fact awake when the 
  players enter his lair, the guardian Makikak is 
  held prisoner by the powerful magic of the Collar 
  of Command. He comes across as pleasant and 
  likable, and wistfully tells the player of his wishes 
  for his freedom, even as he is compelled to 
  instruct them in the use of the Collar for the 
  defense of the town, which they can then repeat 
  to Fontanelle. 
   
  The conversation with Makikak should be 
  resolved entirely through roleplay. Makikak is an 
  expert bluffer and can read the PCs like an open 
  book, though he is limited to only speaking, not 
  acting, by the power of the Collar. There are 
  several exceptions in which Makikak might take 
  physical or magical action against the PCs: 
  • 
  He is entitled to safeguard himself if 
  attacked, unless otherwise commanded 
  by the Collar of Control. 
  • 
  He is always entitled to safeguard his 
  hoard, and first threatens, then kills, if 
  any of the PCs actually attempt to leave 
  with some of his treasure. The Collar’s 
  magic cannot countermand this. 
   
  Makikak is not an evil dragon, and only acts in 
  self defense or defense of his rightful property. 
  (If someone does detect his alignment, he 
  radiates as true neutral.) However, should the 
  situation dissolve into combat, judges should 
  use the normal statistics for a Mature Adult 
  Copper Dragon from the Monster's Manual and 
  not take pity on the PCs (though they may 
  choose to flee). There is not room to fly in 
  Makikak's cavern currently, as he cannot leave 
  the cavern through its upper exit without being 
  commanded by a Fontanelle. 
   
  The first thing that catches the light as you 
  pass through the doorway is the glitter of 
  gold. You enter a large cavern whose depths 
  stretch beyond the limits of your sight. Along 
  the floor gold, silver, copper, and gems roll 
  like frozen waves, while bits of armor and the 
  hilts of weapons and wands thrust forth like 
  reefs and shoals. Alongside of the cavern 
  wall, statues of marble and bronze, veritable 
  works of art that would fetch a fortune not 
  only for their craftsmanship but also for their 
  age, stand draped in jewelry and silk. A huge 
  adamantine statue forged into the form of a 
  giant with a jackal-head with massive pincers 
  for two of its four hands and rubies for eyes 
  kneels in submission to one side. Clutched 
  in its outstretched hand is an ornate collar of 
  black leather embossed with ruby dusted 
  runes and lines with silver. Beyond that, you 
  see the guardian. 
  • 
  With a Knowledge (Religion) DC 15, the 
  PCs recognize the statue as a depiction 
  of The Confuser of Ways.  
   
  Stretched out over the gold, its breathing is 
  deep and slow. So slow, in fact, that each 
  breath seems like its last, until its lungs 
  swell once again with the force of a giant’s 
  bellows. Even curled up, you can appreciate 
  how truly massive the beast must be. From 
  the tip of its tail, past the powerful thighs and 
  shoulders and over the long, flat horns, 
  smooth brow plates, and backswept cheeks; 
  all the way to the tip of its short, stubbed 
  nose, it is a testament to the leashed 
  strength of its kind. Its scales are the deep 
  red of spilt blood. Its wings are purple gray, 
  fading to smoke and ash at the edges. 
  Circling the dragon’s powerful neck, just 
  behind its head, lies a twin collar of silver, 
  red, and black embossed leather, which 
  gleams with a faint, sullen light. In front of 
  the adamantine statue is a small plaque 
  which reads, in a number of languages: 
  “Don’t trust the dragon.” 
   
  Pause here, and give the PCs just enough time 
  to do something really stupid, like try to snatch 
  some treasure.  
  • 
  It takes a Knowledge (Arcana) check 
  DC 15 to understand that while the 
  dragon has the coloring of a fearsome 
  red, it possesses the physiology of the 
  more benevolent coppers. 
   
  The dragon’s eyes snap open, swirling with 
  living lava, and its long, serpentine neck 
  rises smoothly into the air. Its voice is deep 
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  13 
  and rich with a hint of a lilt, like spiced hot 
  chocolate. “Don’t you be touching my 
  treasure! You understand, of course, that 
  dragons have an intimate and exacting 
  knowledge of every item in their hoard, and 
  my senses tell me something is missing! 
  Come on boys, cough it up.” 
   
  Whether or not the PCs have taken anything, 
  Makikak is attempting to extort a little extra from 
  the party. He threatens and blusters, but doesn’t 
  actually harm the party. If he succeeds or 
  realizes the PCs aren’t buying it, he’ll continue. 
   
  “Right then. Now that the formalities are 
  taken care of, what can I do for you?  None 
  of you are of the family Fontanelle, so even if 
  you touch or walk off with that Collar, you 
  won't have a dragon as your slave.  That 
  said, feel free to try.  I haven't been tickled in 
  ages.” 
   
  Makikak is charming and friendly, and happily 
  tells the PCs of his history, how he came to be in 
  the cavern, and how his only dream is that 
  someone removes the collar from around his 
  neck so he may be free again. He is weary of his 
  long slavery and of risking his life at the bidding 
  of others. If it comes up, he admits to being 
  somewhat fond of Cathan Abbey, as it holds his 
  hoard. 
   
  The Collar of Control is buckled to the statue, 
  and the buckle is rusted shut.  A Disable Device 
  check DC 15, Open Lock check DC 15, or 
  Strength check DC 18 can open the buckle, 
  allowing the Collar to be retrieved for whatever 
  purpose.  Should one of the players touch the 
  collar, then Makikak is bound to explain its use: 
  • 
  The Lord of Cathan Abbey, the heir of 
  Fontanelle, when touching the Collar 
  can command Makikak to perform any 
  task, so long as the dragon returns to 
  the Collar’s vicinity at the end of the 
  task. 
  • 
  Makikak cannot be commanded to free 
  himself, or to leave for an indefinite 
  period of time. 
  • 
  While Makikak knows that the Collars 
  must both be destroyed or sundered in 
  order to free him, he can neither reveal 
  this information to the PCs, nor bribe 
  them to help him escape, due to the 
  constraints of the Collar. 
  • 
  While Makikak must return to the vicinity 
  of the Collar of Control after performing 
  his task, he cannot come within 30 feet 
  of the Collar itself.  This is a safeguard 
  to protect the Fontanelle heir. 
  • 
  If Makikak is forced within 30 feet of the 
  Collar 
  of 
  Control, 
  the 
  Collar 
  of 
  Command 
  will 
  start 
  to 
  constrict, 
  eventually killing him.   
  • 
  The principle of the Collars’ magic is to 
  harness the power of the dragon to 
  further the ends of the Fontanelle heir 
  who possesses the Collar of Control.  
  • 
  The only exception to this rule is if the 
  holder of the Collar, regardless of his 
  bloodline, desires to kill the dragon 
  himself. 
  Then, 
  Makikak 
  can 
  be 
  commanded to lay still as he is slain.  
  The fastest way to do this is to require 
  Makikak to lay still while the Collar is 
  brought within 30 feet of him. 
  • 
  Destroying 
  either 
  of 
  the 
  Collars 
  (Command or Control) breaks both of 
  them, shattering the magic and freeing 
  Makika 
  • 
  The Collar of Command is bound to 
  Makikak's neck and cannot be removed 
  without cutting it free.  
   
  [Collars of Command and Control: 6 in. thick 
  hardened leather; hardness 4; hp 48; Break DC 
  26; half damage from piercing, immune to 
  bludgeoning and acid damage.] 
   
  The Collars are minor artifacts made of an 
  unusually hard leather and are resistant to 
  destruction.  They cannot be broken with either 
  Dispel Magic or Greater Dispel Magic, but a 
  Mordekainen's Disjunction functions as it would 
  on an artifact.  
   
  Development: Allow the PCs to be creative in 
  coming up with a solution for dealing with Lord 
  Fontanelle, the orcs, and the dragon.  Ultimately, 
  however, they must reach a decision. Whoever 
  is touching the collar at the time must give the 
  command if they decide to give the dragon a 
  task. To free the dragon, the collar must be 
  physically removed from around his neck. 
   
  The players have several obvious choices. They 
  can give Makikak over to Fontanelle, thus saving 
  the town but leaving the guardian’s power in 
  Fontanelle’s dubious hands. They can slay the 
  guardian, 
  appeasing 
  Paxus 
  while 
  earning 
  Fontanelle’s lasting enmity. Or they can free the 
  guardian, earning a powerful friend, and leave 
  the town to its fate. They can also try and steal 
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  14 
  the Collar of Control. If they do so, read 
  Conclusion D.  They will not be able to use the 
  Collar for anything other than killing Makikak. 
   
  CONCLUSION 
   
  If the players do Lord Fontanelle’s bidding and 
  use Makikak to destroy the orcs and ogres, go to 
  Conclusion A. 
   
  If the players choose to work for Paxus and kill 
  the dragon, go to Conclusion B. 
   
  If the players decide to free the dragon, go to 
  Conclusion C. 
   
  If the players come up with another solution, go 
  to Conclusion D. 
   
  Conclusion A 
   
  Through your actions, the menace to Cathan 
  Abbey has been destroyed. Lord Fontanelle 
  is extremely pleased, and rewards you well 
  for your service, stating that you are 
  welcome in his realm anytime. With this 
  deed, you have surely made the Wild Lands 
  safer for everyone. 
   
  Lord Fontanelle gives the PCs their reward 
  before they leave. 
   
  Conclusion B 
   
  The dragon lies dead at your feet, head 
  swollen nearly beyond recognition from the 
  collar's choking grasp. As its great body 
  stills, there is a flash of magic, and the 
  assembled riches of the cavern turn to mud.  
   
  Lord Fontanelle is furious upon your return, 
  and has you thrown in jail. Several days later 
  the defenses are breached and the survivors 
  surrender. Paxus was true to his word, and 
  the orcs allow them to leave with their lives. 
  You are warmly thanked, and alone of your 
  people will be welcome again at Cathan 
  Abbey. For everyone else, the Wild Lands 
  have become that much more dangerous. 
   
  If the PCs negotiated a reward with Paxus, he 
  hands it over before they leave. 
   
  Conclusion C 
   
  With a roar of jubilation, the dragon leaps 
  into the air. Then he takes you out of the 
  catacombs through a secret exit at the back 
  of his cavern. You watch, amazed, as he 
  proceeds to enforce a truce between the 
  northern tribes and the people of Cathan 
  Abbey. Over the next few days, Makikak 
  takes control of Cathan Abbey, forcing 
  Paxus and Lord Fontanelle into advisory 
  positions. The dragon intends to make 
  Cathan Abbey a safe haven for half-breeds, 
  misfits, and refugees everywhere. He begins 
  with the daunting task of integrating the orcs 
  and ogres on his doorstep with the existing 
  population of the citadel, but with his power 
  and presence, you have little doubt he’ll 
  succeed. 
   
  Conclusion D 
   
  Feel free to modify this ending description to suit 
  whatever course of action or nonaction the 
  players 
  choose 
   
  while 
  using 
  the 
  other 
  conclusions 
  as 
  guidelines 
  for 
  likely 
  repercussions. If the orcs are not destroyed by 
  the dragon, they eventually overwhelm the 
  Abbey’s defenses. Lord Fontanelle, before this 
  happens, attempts the catacombs himself, and 
  dies. The PCs are likely to hear tell of this at 
  some wayside tavern, should they leave with the 
  Collar in their possession. With the magic of the 
  Collar taken away and no way to escape, 
  Makikak most likely languishes under the castle 
  forever. 
   
  Your goal accomplished, you leave the Wild 
  Lands to its fate, and dragon to its slumber, 
  knowing that someday its power will rock the 
  world once more. 
   
   
   
   
   
   
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  15 
  Experience and Treasure 
   
  Experience is awarded to PCs based on the number of adventures the PCs have played. Tier 1 is 
  awarded to PCs who have played up to 25 adventures. Tier 2 is awarded to PCs who have played 
  between 26 and 74 adventures. Tier 3 is for PCs who have played 75+ adventures. 
   
  The Campaign Staff recommends that Discretionary Experience for Role Playing be rewarded in full to all 
  players who engage in appropriate and game enhancing role play over the course of the module. 
   
  EXPERIENCE 
   
  All characters who participate receive the following: 
  Tier 1 
  Tier 2 
  Tier 3 
  Introduction: Closing the Gate without any PCs being captured 
  125 
  250 
  375 
  Encounter 3: Surviving the Pendulum Blades 
  50 
  100 
  150 
                       Solving the puzzle of the blades or 
  100 
  200 
  300 
  Encounter 4: Defeating the ooze 
  75 
  150 
  225 
  Encounter 5: Avoiding or defeating the swarms 
  100 
  200 
  300 
  Encounter 6: Solving the puzzle to free Makikak or 
  75 
  150 
  225 
                       Solving the puzzle to kill Makikak or  
  75 
  150 
  225 
                       Retrieving the Collar of Command for Fontanelle 
  75 
  150 
  225 
  Discretionary Role Playing Experience 
  50 
  100 
  150 
  Total Possible 
  500 
  1000 
  1500 
   
  Several options for xp are listed. No character should receive rewards for all of the options listed above. 
  The only exception is this: some players may choose to both solve the puzzle of the blades and defeat 
  the ooze. If they do so, they may earn experience for both encounters, but their total may not exceed the 
  total possible. (This may make up for experience lost in other encounters, however.) 
   
  Judge rewards 
  Judges who eat this module receive full xp for the tier of their PC, the gold value from conclusion A 
  appropriate to the level of their PC, and one of the dragon hoard certs, which they may print for 
  themselves. Thanks judges! 
   
  TREASURE 
  Introduction: 
  Each PC receives 25gp from House Wanifer for successfully guarding the caravan on its journey. 
   
  Conclusion A: 
  If the adventurers aided Lord Fontanelle and left the dragon under his control, he gives each of them a 
  sack containing 200 gold per person at ATLs 1-3, 400 at ATLs 5-9, and 600 at ATLs 11+ for completing 
  the mission. 
   
  Conclusion B: 
  If the adventurers aided Paxus, killed the dragon, and persuaded Paxus to offer them compensation, a 
  total of 100xATL gold (this an increase from what was promised to them, now that the Horde has access 
  to the Hoard), as well as the certed "Fetish of the Northern Horde" and select treasures from the dead 
  dragon's hoard (certed). 
   
  Conclusion C: 
  If the adventurers freed Makikak, the dragon rewards them the amount that Fontanelle promised, as well 
  as select (certed) treasures from his hoard. 
   
   
   
   
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  16 
  OTHER AWARDS 
   
  Fetish of the Northern Horde: 
   
  Paxus was relieved to hear that the guardian had been killed. You have earned his gratitude as well as 
  that of his people. In thanks, his shaman has created a fetish to honor your bravery. On the condition that 
  you never meet the Northern Horde in battle, the fetish grants a +1 divine bonus on saves, and a +1 
  resistance bonus against fire. (Weak Abjuration; CL 3rd; shaman level 3.) 
   
  Bracelet of Secrets: 
   
  (received for conclusion B or C) 
   
  As a gift from the Hoard of Makikak, this bracelet is a silver band decorated with deep blue semi-precious 
  stones. Arcane spells cast by a character wearing this bracelet are harder to resist because the character 
  taps into rare sources of power that amplify her spells. Saving throw DCs against spells cast by the 
  wearer are increased by +1. (Strong Enchantment; CL 12th; Craft Wondrous Item, Spell Focus, creator 
  must be an arcane spellcaster; Market Value 2,000 gp.) 
   
  Risk's Dice: 
   
  (received for conclusion B or C) 
   
  This gift from the Hoard of Makikak is an ordinary seeming pair of dice in a plain leather pouch. In 
  actuality, these have been blessed by Risk. When rattled in their bag as a free action, the dice grant the 
  bearer a cat's grace spell that lasts for three minutes, once per day.  (Moderate transmutation; CL 3rd; 
  Craft Wondrous Item, creator must have access to the Luck Domain; Price 2,400 gp.) 
   
  Brooch of the Dragon: 
   
  (x4—only received by those players who completed Conclusion C and do not receive something 
  from the Hoard) 
   
  The dragon Makikak thanks you for freeing him, and you will always be welcome in Cathan Abbey. 
  Furthermore, he gives you a small copper brooch that allows you to quickly consult him on matters of 
  which he has knowledge. The brooch may be used 3 times to grant a +10 on any Knowledge check 
  (which can be added after you make your roll), and may be used once to grant an automatic success on a 
  Decipher Script check. (Moderate Evocation; CL10th; Craft Wondrous Item, sending; Price 400 gp.) 
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  17 
  Appendix I:  NPCs and Monsters 
   
  Lord Galen Fontanelle X [Male Human Ari 7, AL LN]: Lord Galen Fontanelle X is a strapping young 
  man possessed of an uncommon charisma and ambition. He has just taken command of Cathan Abbey 
  following the death of his father, Lord Galen Fontanelle the IX, last spring. He believes his ancestors were 
  lacking in vision, and sees Cathan Abbey as the stepping stone to carving out his own personal kingdom 
  in the Wild Lands. Though he truly cares for his people, he believes he can bring them a better life by 
  expanding his power, and as such tends to lose sight of individuals in favor of advancing his agenda. He 
  has recently come across mention of the Cathan Abbey Guardian in one of his father’s old journals, and 
  believes its power will fit into his plans nicely. As of yet though, the guards he has sent into the 
  catacombs in search of the guardian have not returned. 
   
  Paxus, Leader of the Pale Tusk Tribe and Warchief of the Northern Horde [Male Ogre Mage, AL 
  CN]: Paxus, charismatic leader of the Pale Tusk Tribe, united the scattered and starving clans of his 
  people through sheer force of will after their herds and crops were destroyed by early snows. He sees 
  salvation in Cathan Abbey’s stores, inasmuch as taking the citadel would be a pivotal step in eventually 
  driving out the settlers and retaking his people’s ancestral homeland.  
   
  Paxus’ primary goal is to ensure that his people survive through the winter. He also holds onto the hope 
  of retaking his people’s ancestral homeland within the Wild Lands. He is honorable, though he knows that 
  sometimes a show of force can accomplish just as much, or more, than actual fighting. His credo is 
  strength, tempered by wisdom. He has heard legends of the guardian, and believes its power is too much 
  for any mortal. It must be destroyed. 
   
  Makikak [Male Half-Red Half-Copper Dragon, AL N]: Makikak is a rare crossbreed, half-copper, half-
  red, the result of an elaborate prank on the part of his father. Having inherited his father’s love of games 
  along with his mother’s avariciousness, Makikak grew to be an inveterate gambler. Six-hundred years 
  ago he fell afoul of a high stakes game of Poker involving the first Lord Fontanelle and his friend, the 
  wizard Bazalc the Blue.  
   
  Unbeknowst to Makikak, the game had been set up as an elaborate trap for the dragon. Among his 
  winnings was an artifact known as the Collar of Command. The Collar’s magic activated itself upon 
  Makikak’s touch, and he fell under the control of the Collar’s twin, the Collar of Control. His first master 
  was Lord Fontanelle. Galen Fontanelle used the young dragon liberally in the defense of Cathan Abbey 
  while its more mundane defenses were being built. Later generations were more wary of the dragon’s 
  growing power, and what might happen should the Collar of Control be stolen. Unwilling to free him, they 
  hollowed out part of the mountain beneath the Abbey as the dragon’s lair, and left him with the comfort of 
  his accumulated winnings. The Collar of Control was then fused with a massive statue of adamantine and 
  left within the lair, ensuring that while the dragon would nonetheless be available for the Abbey’s defense, 
  there would be little risk of losing his power to some enterprising thief. The way to the lair was then filled 
  with traps in order to discourage casual visitation. 
   
  Makikak sleeps an enchanted sleep, awakening only when someone enters his lair. He is weary of his 
  long enslavement, and dreams of the day when he might be free to fly once more. While he would love to 
  travel the world again, he won’t leave the hoard of treasure he has accumulated over his lifetime. After 
  many years of dreaming, he has come up with a plan to take over Cathan Abbey and make it a haven for 
  misfits and refugees the world over, and a den of gambling and fun of course. He would need to be free 
  to accomplish this, but dragons have long lives. Someday, someone will let him go. 
   
  He bears no grudge against the Fontanelles. After all, those who trapped him are long dead, and he 
  hasn’t been used in several lifetimes. 
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  18 
  INTRODUCTION 
   
  ATL 1 
   
  Wimpy Orc, Warrior 1: CR 1/2, Medium Humanoid (Orc); HD 1d8+2 (10 hp); Init +1; Spd 30 ft.; AC 14 
  (+1 Dex, +3 studded leather armor), touch 11, flat-footed 13; BAB/Grp +1/+5; Spa/Rch 5ft./5ft.; Atk 
  greataxe +5 melee (1d12+6 [average 12]/x3) or javelin +3 ranged (1d6+4 [average 7]); Full Atk greataxe 
  +5 melee (1d12+6 [12 average]/x3) or javelin +3 ranged (1d6+4 [7 average]); SA – ; SQ Darkvision 60ft., 
  light sensitivity; AL CN; SV Fort +4, Ref +1, Will +0; Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Spot +2, Survival +2; Track. 
   
  Starved Ogre: CR 2, Large Giant; HD 2d8+3 (14 hp); Init -1; Spd 30ft. in hide armor, base speed 40ft.; 
  AC 16 (-1 size, -1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16; BAB/Grp +1/+10; Spa/Rch 
  10ft./10ft.; Atk greatclub +6 Melee (2d8+6 [14 average]) or javelin -1 ranged (1d8+4 [8 average]); Full Atk 
  greatclub +6 Melee (2d8+6 [14 average]) or javelin -1 ranged (1d8+4 [8 average]); SA –; SQ Darkvision 
  60ft., low-light vision; AL CN; SV Fort +3, Ref -1, Will +0; Str 18, Dex 8, Con 13, Int 6, Wis, 10, Cha 7. 
   
  Skills and Feats: Climb +5, Listen +1, Spot +1; Toughness. 
   
  Cathan Abbey Guard, Warrior 3: CR 2, Medium Human; HD 3d8+6 (25hp); Init +5; Spd 20ft.; AC 18 (+6 
  splint mail, +2 heavy wooden shield), touch 10, flat-footed 18; BAB/Grp +3/+5; Spa/Rch 5ft./5ft.; Atk 
  Longsword +6 melee (1d8+2 [average 6]/19-20); Full Atk longsword +6 melee (1d8+3 [6 average]/19-20); 
  SA – ; SQ –; AL LN; SV Fort +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Spot +4, Listen +4; Toughness, Improved Initiative, Weapon Focus (Longsword). 
   
  ATL 3 
   
  Orc, Warrior 2: CR 1, Medium Humanoid (Orc); HD 2d8+4 (16 hp); Init +1; Spd 30 ft.; AC 14 (+1 Dex, +3 
  studded leather armor), touch 11, flat-footed 13; BAB/Grp +2/+6; Spa/Rch 5ft./5ft.; Atk greataxe +6 melee 
  (1d12+6 [average 12]/x3) or javelin +3 ranged (1d6+4 [average 7]); Full Atk greataxe +6 melee (1d12+6 
  [12 average]/x3) or javelin +3 ranged (1d6+4 [7 average]); SA – ; SQ Darkvision 60ft., light sensitivity; AL 
  CN; SV Fort +5, Ref +1, Will +0; Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Spot +2, Survival +2; Track. 
   
  Ogre: CR 3, Large Giant; HD 4d8+11 (29 hp); Init -1; Spd 30ft. in hide armor, base speed 40ft.; AC 16 (-1 
  size, -1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16; BAB/Grp +3/+12; Spa/Rch 10ft./10ft.; Atk 
  greatclub +8 Melee (2d8+7 [15 average]) or javelin +1 ranged (1d8+5 [9 average]); Full Atk greatclub +8 
  Melee (2d8+7 [15 average]) or javelin +1 ranged (1d8+5 [9 average]); SA –; SQ Darkvision 60ft., low-light 
  vision; AL CN; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis, 10, Cha 7. 
   
  Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (Greatclub). 
   
  Cathan Abbey Guard, Warrior 3: CR 2, Medium Human; HD 3d8+6 (25hp); Init +5; Spd 20ft.; AC 18 (+6 
  splint mail, +2 heavy wooden shield), touch 10, flat-footed 18; BAB/Grp +3/+5; Spa/Rch 5ft./5ft.; Atk 
  Longsword +6 melee (1d8+2 [average 6]/19-20); Full Atk longsword +6 melee (1d8+3 [6 average]/19-20); 
  SA – ; SQ –; AL LN; SV Fort +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Spot +4, Listen +4; Toughness, Improved Initiative, Weapon Focus (Longsword). 
   
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  19 
  ATL 5 
   
  Rough Orc, Warrior 3: CR 2, Medium Humanoid (Orc); HD 3d8+6 (22 hp); Init +1; Spd 30 ft.; AC 14 (+1 
  Dex, +3 studded leather armor), touch 11, flat-footed 13; BAB/Grp +3/+7; Spa/Rch 5ft./5ft.; Atk greataxe 
  +8 melee (1d12+6 [average 12]) or javelin +4 ranged (1d6+4 [average 7]); Full Atk greataxe +8 melee 
  (1d12+6 [12 average]) or javelin +4 ranged (1d6+4 [7 average]); SA – ; SQ Darkvision 60ft., light 
  sensitivity; AL CN; SV Fort +5, Ref +2, Will +1; Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Spot +2, Survival +2; Track, Weapon Focus (Greataxe). 
   
  Ogre: CR 3, Large Giant; HD 4d8+11 (29 hp); Init -1; Spd 30ft. in hide armor, base speed 40ft.; AC 16 (-1 
  size, -1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16; BAB/Grp +3/+12; Spa/Rch 10ft./10ft.; Atk 
  greatclub +8 Melee (2d8+7 [15 average]) or javelin +1 ranged (1d8+5 [9 average]); Full Atk greatclub +8 
  Melee (2d8+7 [15 average]) or javelin +1 ranged (1d8+5 [9 average]); SA –; SQ Darkvision 60ft., low-light 
  vision; AL CN; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis, 10, Cha 7. 
   
  Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (Greatclub). 
   
  Cathan Abbey Guard, Warrior 3: CR 2, Medium Human; HD 3d8+6 (25hp); Init +5; Spd 20ft.; AC 18 (+6 
  splint mail, +2 heavy wooden shield), touch 10, flat-footed 18; BAB/Grp +3/+5; Spa/Rch 5ft./5ft.; Atk 
  Longsword +6 melee (1d8+2 [average 6]/19-20); Full Atk longsword +6 melee (1d8+2 [6 average]/19-20); 
  SA – ; SQ –; AL LN; SV Fort +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Spot +4, Listen +4; Toughness, Improved Initiative, Weapon Focus (Longsword). 
   
  ATL 7 
   
  Brutal Orc,  Warrior 4: CR 3, Medium Humanoid (Orc); HD 4d8+8 (29 hp); Init +1; Spd 30 ft.; AC 14 (+1 
  Dex, +3 studded leather armor), touch 11, flat-footed 13; BAB/Grp +4/+9; Spa/Rch 5ft./5ft.; Atk greataxe 
  +10 melee (1d12+7 [average 13]) or javelin +5 ranged (1d6+5 [average 8]); Full Atk greataxe +10 melee 
  (1d12+7 [13 average]) or javelin +5 ranged (1d6+5 [8 average]); SA – ; SQ Darkvision 60ft., light 
  sensitivity; AL CN; SV Fort +6, Ref +2, Will +1; Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Spot +3, Survival +3; Track, Weapon Focus (Greataxe). 
   
  Ogre: CR 3, Large Giant; HD 4d8+11 (29 hp); Init -1; Spd 30ft. in hide armor, base speed 40ft.; AC 16 (-1 
  size, -1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16; BAB/Grp +3/+12; Spa/Rch 10ft./10ft.; Atk 
  greatclub +8 Melee (2d8+7 [15 average]) or javelin +1 ranged (1d8+5 [9 average]); Full Atk greatclub +8 
  Melee (2d8+7 [15 average]) or javelin +1 ranged (1d8+5 [9 average]); SA –; SQ Darkvision 60ft., low-light 
  vision; AL CN; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis, 10, Cha 7. 
   
  Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (Greatclub). 
   
  Cathan Abbey Guard, Warrior 4: CR 3, Medium Human; HD 4d8+8 (32 hp); Init +5; Spd 20ft.; AC 18 
  (+6 splint mail, +2 heavy wooden shield), touch 10, flat-footed 18; BAB/Grp +4/+7; Spa/Rch 5ft./5ft.; Atk 
  Longsword +8 melee (1d8+3 [average 7]/19-20); Full Atk longsword +8 melee (1d8+3 [7 average]/19-20); 
  SA – ; SQ –; AL LN; SV Fort +6, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Spot +5, Listen +4; Toughness, Improved Initiative, Weapon Focus (Longsword). 
   
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  20 
  ATL 9 
   
  Rabid Orc, Warrior 5: CR 4, Medium Humanoid (Orc); HD 5d8+10 (35 hp); Init +1; Spd 30 ft.; AC 14 (+1 
  Dex, +3 studded leather armor), touch 11, flat-footed 13; BAB/Grp +5/+10; Spa/Rch 5ft./5ft.; Atk greataxe 
  +11 melee (1d12+7 [average 13]) or javelin +6 ranged (1d6+5 [average 8]); Full Atk greataxe +11 melee 
  (1d12+7 [13 average]) or javelin +6 ranged (1d6+5 [8 average]); SA – ; SQ Darkvision 60ft., light 
  sensitivity; AL CN; SV Fort +6, Ref +2, Will +1; Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Spot +3, Survival +3; Track, Weapon Focus (Greataxe). 
   
  Strong Ogre: CR 5, Large Giant; HD 12d8+39 (93 hp); Init -1; Spd 30ft. in hide armor, base speed 40ft.; 
  AC 16 (-1 size, -1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16; BAB/Grp +9/+19; Spa/Rch 
  10ft./10ft.; Atk greatclub +15 Melee (2d8+9 [17 average]) or javelin +7 ranged (1d8+6 [10 average]); Full 
  Atk greatclub +15/+10 Melee (2d8+9 [17 average]) or javelin +7 ranged (1d8+6 [10 average]); SA –; SQ 
  Darkvision 60ft., low-light vision; AL CN; SV Fort +11, Ref +5, Will +4; Str 22, Dex 8, Con 16, Int 6, Wis, 
  10, Cha 7. 
   
  Skills and Feats: Climb +5, Listen +6, Spot +6; Toughness, Weapon Focus (Greatclub), Lightning 
  Reflexes, Power Attack, Cleave. 
   
  Cathan Abbey Guard, Warrior 5: CR 4, Medium Human; HD 5d8+10 (38 hp); Init +5; Spd 20ft.; AC 18 
  (+6 splint mail, +2 heavy wooden shield), touch 10, flat-footed 18; BAB/Grp +5/+8; Spa/Rch 5ft./5ft.; Atk 
  Longsword +9 melee (1d8+3 [average 7]/19-20); Full Atk longsword +9 melee (1d8+3 [7 average]/19-20); 
  SA – ; SQ –; AL LN; SV Fort +6, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Spot +5, Listen +5; Toughness, Improved Initiative, Weapon Focus (Longsword). 
   
  ATL 11 
   
  Bloodcrazed Orc, Warrior 7: CR 6, Medium Humanoid (Orc); HD 7d8+14 (51 hp); Init +1; Spd 30 ft.; AC 
  14 (+1 Dex, +3 studded leather armor), touch 11, flat-footed 13; BAB/Grp +7/+12; Spa/Rch 5ft./5ft.; Atk 
  greataxe +13 melee (1d12+7 [average 13]) or javelin +8 ranged (1d6+5 [average 8]); Full Atk greataxe 
  +13/+8 melee (1d12+7 [13 average]) or javelin +8 ranged (1d6+5 [8 average]); SA – ; SQ Darkvision 
  60ft., light sensitivity; AL CN; SV Fort +7, Ref +3, Will +2; Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Spot +3, Survival +3; Track, Weapon Focus (Greataxe), Toughness. 
   
  Powerful Ogre: CR 6, Large Giant; HD 16d8+48 (123 hp); Init -1; Spd 30ft. in hide armor, base speed 
  40ft.; AC 16 (-1 size, -1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16; BAB/Grp +12/+22; 
  Spa/Rch 10ft./10ft.; Atk greatclub +18 Melee (2d8+9 [17 average]) or javelin +10 ranged (1d8+6 [10 
  average]); Full Atk greatclub +18/+13/+8 Melee (2d8+9 [17 average]) or javelin +10 ranged (1d8+6 [10 
  average]); SA –; SQ Darkvision 60ft., low-light vision; AL CN; SV Fort +13, Ref +6, Will +7; Str 23, Dex 8, 
  Con 16, Int 6, Wis, 10, Cha 7. 
   
  Skills and Feats: Climb +5, Listen +8, Spot +8; Toughness, Weapon Focus (Greatclub), Lightning 
  Reflexes, Power Attack, Cleave, Iron Will. 
   
  Cathan Abbey Guard, Warrior 7: CR 6, Medium Human; HD 7d8+14 (54 hp); Init +5; Spd 20ft.; AC 18 
  (+6 splint mail, +2 heavy wooden shield), touch 10, flat-footed 18; BAB/Grp +5/+8; Spa/Rch 5ft./5ft.; Atk 
  Longsword +9 melee (1d8+3 [average 7]/19-20); Full Atk longsword +9 melee (1d8+3 [7 average]/19-20); 
  SA – ; SQ –; AL LN; SV Fort +7, Ref +3, Will +3; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Spot +6, Listen +6; Toughnessx2, Improved Initiative, Weapon Focus (Longsword). 
   
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  21 
  ATL 13 
   
  Slaughterfist Orc, Warrior 9: CR 8, Medium Humanoid (Orc); HD 9d8+18 (65 hp); Init +5; Spd 30 ft.; AC 
  15 (+2 Dex, +3 studded leather armor), touch 12, flat-footed 13; BAB/Grp +9/+14; Spa/Rch 5ft./5ft.; Atk 
  greataxe +15 melee (1d12+7 [average 13]) or javelin +11 ranged (1d6+5 [average 8]); Full Atk greataxe 
  +15/+10 melee (1d12+7 [13 average]) or javelin +11 ranged (1d6+5 [8 average]); SA – ; SQ Darkvision 
  60ft., light sensitivity; AL CN; SV Fort +7, Ref +3, Will +2; Str 20, Dex 14, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Spot +3, Survival +3; Track, Weapon Focus (Greataxe), Toughness, Improved Initiative. 
   
  Champion Ogre: CR 8, Large Giant; HD 20d8+60 (153 hp); Init -1; Spd 30ft. in hide armor, base speed 
  40ft.; AC 16 (-1 size, -1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16; BAB/Grp +15/+25; 
  Spa/Rch 10ft./10ft.; Atk greatclub +22 Melee (2d8+10 [18 average]) or javelin +13 ranged (1d8+7 [11 
  average]); Full Atk greatclub +22/+17/+11 Melee (2d8+10 [18 average]) or javelin +13/+8/+3 ranged 
  (2d8+7 [11 average]); SA –; SQ Darkvision 60ft., low-light vision; AL CN; SV Fort +15, Ref +7, Will +8; Str 
  24, Dex 8, Con 16, Int 6, Wis, 10, Cha 7. 
   
  Skills and Feats: Climb +5, Listen +10, Spot +10; Toughness, Weapon Focus (Greatclub), Lightning 
  Reflexes, Power Attack, Cleave, Iron Will, Quick Draw. 
   
  Cathan Abbey Guard, Warrior 5: CR 6, Medium Human; HD 7d8+14 (54 hp); Init +5; Spd 20ft.; AC 18 
  (+6 splint mail, +2 heavy wooden shield), touch 10, flat-footed 18; BAB/Grp +5/+8; Spa/Rch 5ft./5ft.; Atk 
  Longsword +9 melee (1d8+3 [average 7]/19-20); Full Atk longsword +9 melee (1d8+3 [7 average]/19-20); 
  SA – ; SQ –; AL LN; SV Fort +7, Ref +3, Will +3; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Spot +6, Listen +6; Toughnessx2, Improved Initiative, Weapon Focus (Longsword). 
   
   
   
  ENCOUNTER 3 
   
  ATL 1 
   
  Diluted Gelatinous Cube: CR 2, Large Ooze; HD 2d10+14 (26 hp); Init -5; Spd 15 ft.; AC 4 (-1 size, -5 
  Dex), touch 4, flat-footed 4; BAB/Grp +1/+5; Spa/Rch 10ft./10ft.; Atk slam +0 melee (1d6 plus 1d6 acid); 
  Full Atk slam +0 melee (1d6 plus 1d6 acid); SA Acid, engulf, paralysis; SQ Blindsight 60ft., immunity to 
  electricity, ooze traits, transparent; AL N; SV Fort +7, Ref -5, Will -5; Str 10, Dex 1, Con 25, Int – , Wis 1, 
  Cha 1. 
   
  Acid (Ex): A Gelatinous Cube’s acid does not harm metal or stone. 
   
  Engulf (Ex): Although it moves slowly, a diluted gelatinous cube can simply mow down Medium or 
  smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. 
  The diluted gelatinous cube merely has to move over the opponents, affecting as many as it can cover. 
  Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a 
  saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 12 Reflex save or 
  be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moved 
  forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be 
  grappled and trapped within its body. The save DC is strength based and includes a +1 racial bonus. 
   
  Paralysis (Ex): A diluted gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee 
  or engulf attack must succeed on a DC 19 Fortitude save or be paralyzed for 1d6 rounds. The cube can 
  automatically engulf a paralyzed opponent. The save DC is Constitution-based. 
   
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  22 
  Transparent (Ex): A diluted gelatinous cube is hard to identify, even under ideal conditions, and it takes 
  a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically 
  hit with a melee attack for slam and acid damage. 
   
  ATL 3 
   
  Gelatinous Cube: CR 3, Huge Ooze; HD 4d10+32 (54 hp); Init -5; Spd 15 ft.; AC 3 (-2 size, -5 Dex), 
  touch 3, flat-footed 3; BAB/Grp +3/+11; Spa/Rch 15ft./15ft.; Atk slam +1 melee (1d6 plus 1d6 acid); Full 
  Atk slam +1 melee (1d6 plus 1d6 acid); SA Acid, engulf, paralysis; SQ Blindsight 60ft., immunity to 
  electricity, ooze traits, transparent; AL N; SV Fort +9, Ref -4, Will -4; Str 10, Dex 1, Con 26, Int – , Wis 1, 
  Cha 1. 
   
  Acid (Ex): A Gelatinous Cube’s acid does not harm metal or stone. 
   
  Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Medium or smaller 
  creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The 
  gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents 
  can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. 
  Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be engulfed; 
  on a success, they are pushed back or aside (opponent’s choice) as the cube moved forward. Engulfed 
  creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped 
  within its body. The save DC is strength based and includes a +1 racial bonus. 
   
  Paralysis (Ex): A diluted gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee 
  or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can 
  automatically engulf a paralyzed opponent. The save DC is Constitution-based. 
   
  Transparent (Ex): A diluted gelatinous cube is hard to identify, even under ideal conditions, and it takes 
  a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically 
  hit with a melee attack for slam and acid damage. 
   
  ATL 5 
   
  Gray Ooze: CR 4, medium Ooze; HD 3d10+15 (31 hp); Init -5; Spd 10 ft.; AC 5 (-5 Dex), touch 5, flat-
  footed 5; BAB/Grp +2/+3; Spa/Rch 5ft./5ft.; Atk slam +3 melee (1d6+1 plus 1d6 acid); Full Atk slam +3 
  melee (1d6+1 plus 1d6 acid); SA Acid, constrict 1d6+1 plus 1d6 acid, improved grab; SQ Blindsight 60ft., 
  immunity to cold and fire, ooze traits, transparent; AL N; SV Fort +6, Ref -4, Will -4; Str 12, Dex 1, Con 
  21, Int – , Wis 1, Cha 1. 
   
  Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but 
  not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes 
  useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes 
  a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are 
  Constitution-based. 
   
  The ooze’s acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze 
  must remain in contact with the object for 1 full round to deal this damage. 
   
  Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The 
  opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a gray ooze must hit with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
   
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  23 
  Transparent (Ex): A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a 
  melee attack for slam and acid damage. 
   
  ATL 7 
   
  Ochre Jelly: CR 5, Large Ooze; HD 6d10+36 (69 hp); Init -5; Spd 10 ft.; AC 4 (-1 size, -5 Dex), touch 4, 
  flat-footed 4; BAB/Grp +4/+10; Spa/Rch 10ft./5ft.; Atk slam +5 melee (2d4+3 plus 1d4 acid); Full Atk slam 
  +5 melee (2d4+3 plus 1d4 acid); SA Acid, constrict 2d4+3 plus 1d4 acid, improved grab; SQ Blindsight 
  60ft., split, ooze traits; AL N; SV Fort +8, Ref -3, Will -3; Str 15, Dex 1, Con 22, Int –, Wis 1, Cha 1. 
   
  Skills and Feats: Climb+10 
   
  Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict 
  attack deals acid damage. 
   
  Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, an ochre jelly must hit with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. 
  Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round 
  down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points. 
   
  Skills: An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  ATL 9 
   
  Black Pudding: CR 7, Huge Ooze; HD 1010+60 (115 hp); Init -5; Spd 20 ft., climb 20 ft.; AC 3 (-2 size, -5 
  Dex), touch 3, flat-footed 3; BAB/Grp +7/+18; Spa/Rch 15ft./10ft.; Atk slam +8 melee (2d6+4 plus 2d6 
  acid); Full Atk slam +8 melee (2d6+4 plus 2d6 acid); SA Acid, constrict 2d6+4 plus 2d6 acid, improved 
  grab; SQ Blindsight 60ft., split, ooze traits; AL N; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22, Int –, 
  Wis 1, Cha 1. 
   
  Skills and Feats: Climb+11 
   
  Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but 
  does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and 
  clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal 
  or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 
  Reflex save. The save DCs are Constitution-based. 
   
  The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze 
  must remain in contact with the object for 1 full round to deal this damage. 
   
  Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. 
  The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a black pudding must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  24 
  Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits 
  into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 
  10 hit points or less cannot be further split and dies if reduced to 0 hit points. 
   
  Skills: A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  ATL 11 
   
  Elder Black Pudding: CR 12, Gargantuan Ooze; HD 20d10+180 (290 hp); Init -5; Spd 20 ft., climb 20 ft.; 
  AC 1 (-4 size, -5 Dex), touch 1, flat-footed 1; BAB/Grp +15/+35; Spa/Rch 20ft./20ft.; Atk slam +19 melee 
  (3d6+12 plus 3d6 acid); Full Atk slam +19 melee (3d6+12 plus 3d6 acid); SA Acid, constrict 2d8+12 plus 
  2d6 acid, improved grab; SQ Blindsight 60ft., split, ooze traits; AL N; SV Fort +15, Ref +1, Will +1; Str 26, 
  Dex 1, Con 28, Int –, Wis 1, Cha 1. 
   
  Skills and Feats: Climb+11 
   
  Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but 
  does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and 
  clothing dissolve and become useless immediately unless they succeed on DC 29 Reflex saves. A metal 
  or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 29 
  Reflex save. The save DCs are Constitution-based. 
   
  The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze 
  must remain in contact with the object for 1 full round to deal this damage. 
   
  Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. 
  The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a black pudding must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits 
  into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 
  10 hit points or less cannot be further split and dies if reduced to 0 hit points. 
   
  Skills: A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  ATL 13 
   
  Elder Black Pudding: CR 12, Gargantuan Ooze; HD 20d10+180 (290 hp); Init -5; Spd 20 ft., climb 20 ft.; 
  AC 1 (-4 size, -5 Dex), touch 1, flat-footed 1; BAB/Grp +15/+35; Spa/Rch 20ft./20ft.; Atk slam +19 melee 
  (3d6+12 plus 3d6 acid); Full Atk slam +19 melee (3d6+12 plus 3d6 acid); SA Acid, constrict 2d8+12 plus 
  2d6 acid, improved grab; SQ Blindsight 60ft., split, ooze traits; AL N; SV Fort +15, Ref +1, Will +1; Str 26, 
  Dex 1, Con 28, Int –, Wis 1, Cha 1. 
   
  Skills and Feats: Climb+11 
   
  Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but 
  does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and 
  clothing dissolve and become useless immediately unless they succeed on DC 29 Reflex saves. A metal 
  or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 29 
  Reflex save. The save DCs are Constitution-based. 
   
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  25 
  The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze 
  must remain in contact with the object for 1 full round to deal this damage. 
   
  Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. 
  The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a black pudding must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits 
  into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 
  10 hit points or less cannot be further split and dies if reduced to 0 hit points. 
   
  Skills: A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  ENCOUNTER 4 
   
  Bat Swarm: CR 2, Diminutive Animal (Swarm); HD 3d8 (13 hp); Init +2; Spd 5 ft., fly 40 ft.(good); AC 16 
  (+4 size, +2 Dex), touch 14, flat-footed 12; BAB/Grp +2/-; Spa/Rch 10ft./0ft.; Atk swarm (1d6); Full Atk 
  swarm (1d6); SA Distraction, wounding; SQ Blindsense 20ft., half damage from slashing and piercing, 
  low-light vision, swarm traits; AL N; SV Fort +3, Ref +7, Will +3; Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 
  3. 
   
  Skills and Feats: Listen +11, Spot +11; Alertness, Lightning Reflexes. 
   
  Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 
  11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. 
   
  Wounding (Ex): Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per 
  round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped 
  by a DC 10 Heal check or the application of a cure spell or some other healing magic. 
   
  Blindsense (Ex): A bat swarm notices and locates creatures within 20 feet. Opponents still have total 
  concealment against the bat swarm (but swarm attacks ignore concealment).  
   
  Skills: A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its 
  blindsense is negated.  
   
  ENCOUNTER 6 
   
  Note: If the players are foolish enough to fight the dragon, here are his statistics. 
   
  Makikak: CR 24, Gargantuan Dragon (Wyrm); HD 35d12+280 (507 hp); Init +0; Spd 40ft., fly 200 
  ft.(clumsy); AC 42 (-4 size, +36 natural), touch 6, flat-footed 42; BAB/Grp +35/+59; Spa/Rch 20ft./15ft. 
  (20ft. with bite); Atk bite +45 melee (4d6+14); Full Atk bite +45 (4d6+14), 2 claws +43 (2d8+7), 2 wings 
  +43 (2d6+7), tail slap +43 (4d6+21); SA Crush, Tail Sweep, Breath Weapon (Cone of Fire or Line of Acid 
  DC 35), Snatch; SQ Blindsense 60ft., DR 20/magic, Frightful Presence, Keen Senses, Immunity to fire, 
  acid, sleep, and paralysis effects, Spider Climb, SR 29; AL N; SV Fort +27, Ref +18, Will +25; Str 39, Dex 
  8, Con 27, Int 24, Wis 23, Cha 26. 
   
  Skills and Feats: Bluff +46, Concentration +27, Diplomacy +31, Escape Artist +37, Intimidate +10, Sense 
  Motive +44, Use Magic Device +25, Hide +25, Jump +42, Knowledge Arcana +26, Knowledge 
  Architecture +16, Knowledge Dungeoneering +16, Knowledge Geography +26, Knowledge Nature +26, 
  Knowledge Planes +26, Listen +44, Profession: Gambler + 19, Search +45, Spot +44, Survival +44; 
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  26 
  Awesome Blow, Blind-Fight, Cleave, Flyby Attack, Great Cleave, Improved Snatch, Multiattack, Power 
  Attack, Recover Breath,  Snatch, Wingover, Track. 
   
  Spell-Like Abilities: Find Path (1/day), Locate Object (11/day), Suggestion (3/day), Stone Shape (2/day), 
  Transmute rock to mud or mud to rock (1/day), Wall of Stone (1/day) 
   
  Spells per day: (6/6/6/6/6/6/6/6/6/4, base DC = 18 + spell level) 
  Spells known: 0 – [Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Ghost Sound, Light, Magic 
  Hand, Mending, Message, Prestidigitation, Read Magic]; 1st – [Alarm, Detect Secret Doors, Endure 
  Elements, Magic Aura, Shocking Grasp, Ventriloquism]; 2nd – [Enthrall, Knock, Invisibility, Locate Object, 
  See Invisibility, Silence, Undetectable Alignment]; 3rd – [Cure Serious Wounds, Dispel Magic, Haste, 
  Major Image, Tongues, Water Breathing,]; 4th – [Death Ward, Dimensional Anchor, Freedom of 
  Movement, Greater Invisibility, Polymorph, Restoration]; 5th – [Break Enchantment, Cloudkill, Plane Shift, 
  Righteous Might, True Seeing,]; 6th – [Anti-Magic Field, Analyze Dweomer, Heal, World of Recall]; 7th – 
  [Control Weather, Earthquake, Greater Teleport, Statue]; 8th – [Discern Location, Iron Body, Mind Blank. 
   
   
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  27 
  Appendix II: Additional Rules 
   
  This section contains maps, notes, special or new items/spells/rules, as well as any generic campaign 
  rules as needed. Authors are responsible for maps and/or descriptions of their creations (items, spells, 
  etc).  
   
  Collar of Command: A colossal ornate collar of black leather embossed with ruby dusted runes and lines 
  with silver. It is worn by the dragon Makikak, keeping him docile and at the command of whoever touches 
  the Collar of Control. Its powers can be negated if it is physically removed. The principle of the collar’s 
  magic is to harness the power of the dragon to further the ends of he who possesses the Collar of 
  Control. To that end, any action is allowed that will not result in the dragon’s extended absence or certain 
  death. The only exception to this rule is if the holder of the Collar desires to kill the dragon himself. Then, 
  Makikak can be commanded to lay still as he is slain. Its powers can be negated if it is physically 
  removed. 
   
  Collar of Control: A smaller twin to the Collar of Command. Touching the collar gives the heir of the 
  Fontanelle family the power to command the dragon Makikak. 
   
  [Collars of Command and Control: 6 in. thick hardened leather; hardness 4; hp 48; Break DC 26; half 
  damage from piercing, immune to bludgeoning and acid damage.] 
   
  The Collars are minor artifacts made of an unusually hard leather and are resistant to destruction.  They 
  cannot be broken with either Dispel Magic or Greater Dispel Magic, but a Mordekainen's Disjunction 
  functions as it would on an artifact.  
  
  To Be a Hero… 
  Living Kingdoms of Kalamar 
  28 
  APPENDIX III: Player Handouts 
   
  Player Handout #1 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK50_ToBeaHero.pdf