TEXT:  
   
   
   
  The Rub 
  A One-Round D&D Living Kingdoms of Kalamar Adventure 
  An Adventure for 1st- through 6th-Level Characters 
  By Bob Ehmann 
  Cartography by Brian Patterson 
   
   
   
   
  Looking for work? How about a simple copying job for the Temple of Enchantment, with travel included. How 
  hard can it be? A Living Kingdoms of Kalamar module for party levels 1 through 6. 
   
   
   
   
   
   
   
   
   
  The Rub, The Greater of Two Evils Series, 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 2003, 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. © 2003 Wizards of the Coast, Inc. 
  
   
  Module Notes 
  Background 
   
   
  The Living Kingdoms of Kalamar is a role-
  playing intensive campaign. Although a module 
  may not feature a large number of melee 
  combats, those that are present are both 
  dangerous and deadly. Part of the heroism of 
  the PCs in the campaign is that they’re drawn 
  from the common stock. NPCs follow the same 
  rules for character creation and are often armed 
  with a similar quality of gear. It is anticipated that 
  a hack-and-slash approach may lead to the total 
  party being killed (TPK). Combat is rarely a 
  foregone conclusion and those with an intelligent 
  mind may discover that there are other 
  possibilities. The bandit camp combat in this 
  module should be well reviewed by the judge 
  and well planned by the players to avoid being 
  overwhelmed. Therefore, the Judge may want to 
  actively discourage a hack-and-slash approach. 
  More than a millennium ago, a Dejy wizard 
  erected a marker on the border of his territory in 
  the wilderness to ward his land from locals 
  wanting to disturb her. The wizard’s name is lost 
  to history, but the marker survived, reciting 
  warnings in the various humanoid languages of 
  the area at that time and repelling those who 
  were uninvited. Many centuries passed, and the 
  marker’s magic dwindled and the stone ceased 
  speaking, losing its ability to repel uninvited 
  guests shortly thereafter. It eventually became 
  known to the very few who paid attention to such 
  relics, as the Lnavlwela Epondprithela Marker, 
  but as to why, no one knows. The locals just call 
  it the Epon Stone. 
   
  Recently, certain clerics of the Temple of 
  Enchantment and wizards from the College of 
  Magic in Bet Rogala have discovered obscure 
  references to the marker and have determined 
  that the inscriptions, although reportedly inactive 
  now, might be of use in their spell research. 
  However, they are not entirely certain as to 
  where the marker is located. 
   
  This module is a stand-alone module for 
  use in the Living™ Kingdoms of Kalamar 
  campaign setting. It is designed for 3 to 6 
  characters ranging from 1st to 4th level. It is 
  advised that PCs go through this module with a 
  full party, as the challenges presented may 
  overwhelm a small party of adventurers. 
  Therefore, it is decided to hire adventurers 
  to find it. The adventurers would take a rubbing 
  of the runes and check to see what remains. To 
  that end, a solicitation is placed on the city work 
  boards, requesting applications for persons to 
  find and obtain the rubbing. In the normal 
  course, the PCs see the offering posters. 
   
  You, the judge (the authority figure of the 
  table and the administrator of the adventure), 
  need a copy of the Dungeons & Dragons® 3rd 
  Edition Player's Handbook, Dungeon Master's 
  Guide, and Monster Manual for these events. All 
  the adventures take place in the Kingdoms of 
  Kalamar setting in the Principality of Pekal. 
  Therefore, the DM should also have the 
  Kingdoms of Kalamar® Core Sourcebook and 
  the Kingdoms of Kalamar Player’s Guide. The 
  judge should also pay close attention to Chapter 
  4 of the Kingdoms of Kalamar Campaign 
  Sourcebook, as the party journeys out of Pekal 
  to its western neighbor, Ek’Kasel. 
   
  Complicating matters a bit, when the PCs 
  do reach the marker, they find that there is a 
  band of cutthroats already camped next to the 
  stone. Furthermore, the band seems to have 
  some captives, who may well be of noble blood. 
   
   
  Calendar and Climate 
   
   
  Each encounter presented includes 
  abbreviated monster and NPC statistics. 
  Specific statistics for key Non-Player Characters 
  (NPCs) and other material are included in the 
  appendices at the back of this module as well as 
  throughout the module text itself. Certificates 
  that may be photocopied are also included. The 
  DM should read this adventure in its entirety no 
  less than one time before playing in order to 
  ensure a precise flow of movement, 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. 
  It is approaching the last week of Mustering 
  (roughly the end of April to the beginning of 
  May) and the temperature is 50° +2d6° 
  Fahrenheit. The temperature drops 15 to 25 
  degrees at night. After a stretch of rain that 
  lasted nearly two solid weeks, the past few days 
  have enjoyed a well needed respite. Although 
  farmers are confident that the weather will 
  provide good crops, the pause in precipitation is 
  a welcome one. Some were worried that the 
  recurring rain would lead to disastrous flooding. 
   
  Veshemo (Tellene’s largest moon) is 
  waning, approaching the monthly full moon. As 
  usual Diadolai, the smallest moon, is invisible. 
   
   
   
  2
  
   
  Animals are restless, though, as Pelselond is 
  traveling the night sky very quickly. 
   
  —Encounter 3—The PCs encounter a band of 
  Orcs displaced from their homeland. The Orc 
  leader knows the general location of the marker 
  and tells the PCs the directions and the story of 
  the Orc dislocation if asked. 
   
   
  Module Flow and Flexibility 
   
   
  The following module includes the most likely 
  seven events that a given party would 
  encounter. This, in a general sense, defines the 
  module as linear, the bane of all modules. 
  Rather than increase the amount of flavor text in 
  an effort to disguise the linear nature of the 
  module or throw in a number of random 
  encounters to provide minor spurs to the overall 
  flow, the judge is encouraged to add his or her 
  own personal flavor to the module as a whole. A 
  number of things not relevant to the scope of the 
  module are taking place in the given areas that 
  PCs pass by. Additionally, they’ll pass places 
  they’ve been before, such as the Kamarela 
  Mounds and the Udo Bog. 
  —Encounter 4—The PCs encounter two 
  sources of information, one necessary now (the 
  old man), and the other of no use in this 
  adventure (the owl). Without the directions from 
  the old man, the PCs wander for days trying to 
  find the marker stone. 
   
  —Encounter 5—Used only if the PCs do not get 
  or do not use the information from the old man. 
  The PCs therefore wander for days until they 
  happen to find a very small halfling hamlet. 
  There, upon inquiry, they can get back on track 
  to finding the marker stone. 
   
  —Encounter 6—The PCs find the marker and a 
  band of brigands camped around it. They also 
  discover the bandits are holding prisoners. The 
  PCs may either get the stone rubbing, rescue 
  the prisoners or both. The bandits fight if 
  provoked or if they believe they have the 
  advantage. 
   
  Whether you use the Random Encounter 
  tables for southwest Pekal form the Pekal 
  Gazetteer or add your own personal flavor, feel 
  free to capture what it is to be an adventure, 
  making long treks across uncivilized wilderness, 
  sleeping in the open, hunting, building fires, 
  encountering races that never pass through the 
  walls of Bet Rogala. Tellene is a vast world and 
  there is a lot to explore. Those moments that 
  occur between the given encounters of this 
  module are there for the judge to define, explore 
  and create. Hopefully this allowance of free-form 
  DMing helps the judge capture some of the feel 
  of a home campaign and this seemingly linear 
  module will become something so much more. 
   
  —Encounter 7—This is used only if some or all 
  of the PCs are captured by the bandits. They 
  need to escape and can introduce themselves to 
  the other captives in the process. 
   
  Appendix I: Treasure Summary 
   
  Appendix II: Experience Point Summary 
   
   
   
  Appendix III: Relevant NPCs 
  Adventure Synopsis 
   
   
  Appendix IV: NPC Personalities 
  —Introduction—The PCs each see a 
  solicitation for employment made by a high-
  ranking priest at the Temple of Enchantment. 
   
  Appendix V: Flier posted in Independence 
  Square 
   
   
  —Encounter 1—The PCs meet with a high-
  ranking priest at the Temple of Enchantment 
  and receive the offer of a mission. Time is 
  important, so the PCs are offered mounts if they 
  do not already have them. 
  Appendix VI: Bandit Camp (APLs 1 and 2) 
   
  Appendix VII: Bandit Camp (APLs 3 and 4) 
   
  Appendix VIII: Bandit Camp (APLs 5 and 6) 
   
  —Encounter 2—The PCs travel to the Ek’Kasel 
  area where the marker is supposedly located. 
  This requires dealing with the Ek’Kasel 
  authorities to some degree, and possibly paying 
  some taxes/bribes. 
   
  3
  
   
  INTRODUCTION 
   
  Summary: The PCs observe a solicitation for a 
  job with the Temple of Enchantment. 
   
   
  PCs that are members of the Bardic College of 
  Baneta, the Temple of Enchantment, the 
  College of Magic, the Pekalese Army and/or the 
  Lebolegido Tactical Academy do not necessarily 
  have to be included in this opening box text. 
   
  With the exception of the bards, the other 
  organizations listed are working together. A 
  page is sent to the PC member that he or she 
  should select five other companions to proceed 
  on a special mission for that organization. Pull 
  the PC aside (along with any other PCs he or 
  she may be traveling with when the page 
  arrives) and instruct that PC to attend to a 
  special meeting at the Temple of Enchantment. 
  He or she is presented with a scroll containing 
  the offer of employment from the temple 
  (Appendix V). 
   
  The Bardic College of Baneta has learned 
  of the mission through its own means. It is 
  interested both in this unique historical 
  opportunity and in the spell that the temple and 
  college are working on. Member bards are not to 
  tell their companions that they are representing 
  the brotherhood. 
   
   
  With the spring rains leaving Bet Rogala 
  behind, you awake to a bright, clear dawn in 
  the capital city. Quickly setting to work with 
  breakfast and your standard morning 
  routine, you add yourself to the large crowds 
  flooding the city streets. In a busy city of 
  20,000 people—all of different races and 
  cultures—walking is always an interesting 
  adventure. 
   
  As you watch a halfling couple argue 
  over the cost of a loaf of bread, you enter 
  Independence Square. The general board 
  holds a new solicitation posted by the 
  Temple of Enchantment. Unlike any other 
  posting you’ve seen in the square or at the 
  House of Scale, you see a young herald 
  calling out the solicitation to the general 
  public in several languages, (DM NOTE: this 
  includes the racial language for all available PC 
  races except for high elven—low elven is 
  included however). 
  It is only a little past the first hour of the 
  day. This public offer must certainly be 
  significant, as the herald’s tabard bears the 
  holy symbol of the Riftmaster. Still, requests 
  made in such a flamboyant manner could 
  mean grave trouble, and, at the very least, 
  are an ill omen.  
   
  DM NOTE: Read Appendix V. 
   
  Each player now needs to decide what 
  his/her character does about the offer. 
  Divinations reveal nothing, only that the scroll 
  was actually written by a cleric of the Riftmaster. 
  As long as the PC decides in sufficient time 
  (before the third bell) to make the journey to the 
  temple (for most PCs ¼ hour), the PC is in time. 
   
   
  Late arriving PCs are told that the audience 
  is over but that they can try to find the folks that 
  attended, and are given their names. The 
  attending PCs might also attempt to find and 
  recruit any missing PCs if they know of their 
  existence from their written backgrounds or their 
  prior adventure. If not involved somehow, the 
  adventure is over for that player. This should be 
  noted on the After Action Report. 
   
  For those PCs that arrive on time, continue 
  to Encounter 1: The Way. 
   
   
  ENCOUNTER 1: The Way 
   
  Summary: The PCs meet with a high priest of 
  the Temple of Enchantment and receive a 
  request to perform an errand for the temple. 
   
   
  Standing as a massive gateway to the 
  College of Magic, you enter the Temple of 
  Enchantment through a pair of great oaken 
  doors. Standing in the marble entry hall, a 
  priest with a white key hanging from a fine 
  silver chain around her neck greets you in 
  Merchant’s Tongue with, “I am magic. How 
  may I serve you?” 
   
  DM NOTE: Most members of the Temple of 
  Enchantment speak Merchant’s Tongue and 
  Low Kalamaran (higher ranking officials speak 
  High Kalamaran and humanoids obviously 
  speak their racial languages as well). For 
  purposes of this encounter, those involved only 
  speak Low Kalamaran and Merchant’s Tongue. 
  All of them receive a +6 to Pantomime. 
   
  This is an opportunity for the PCs to 
  introduce themselves and mention or present 
  the scroll. Any minimally adequate response 
  should do, as the priest is there to help and is 
  aware that Kamalan Baratoni had posted a 
   
  4
  
   
   
  When the players are ready to proceed, 
  please read: 
  public request for adventurers. If the PCs ask 
  the name of the priest, she responds that she is 
  “Anasa, Holder of the White Key”. Anyone 
  succeeding at a Knowledge (Religion) check 
  (DC 15) or clerics that follow the Riftmaster 
  know that this title represents the lowest rank 
  within the church’s hierarchy. 
   
   
  A tall, blond haired you man enters the 
  room. Looking you each over, he says, 
  “Thank you each for coming on such short 
  notice. I appreciate it. I am Kanalan Baratoni. 
  Please tell me about yourselves.” 
   
  Once the PCs are finished with their 
  introduction, the cleric leads them to the rear of 
  the main foyer. 
   
  DM NOTE: Kanalan speaks Merchant’s Tongue, 
  Low and High Kalamaran as well as Svimohzish 
   
   
  Kanalan Baratoni probes the PCs to find 
  out who is doing his bidding and whether they 
  are right for the mission. He seeks to know: 
   
  The woman rings a small chime, and 
  another priest comes through a door on the 
  left. He wears a similar silver chain with a 
  brass key hanging from it. The second priest 
  says, “Please follow me,” and steps back 
  through the now open door without 
  introduction. 
   
  • 
  PC capabilities (tracking, animal 
  companions and/or familiars) 
  • 
  PC accomplishments 
   
  • 
  Exceptional skills (Survival—wilderness 
  lore and intuit direction, relevant 
  knowledge, etc.) 
  A Knowledge (Religion) check (DC 15) or 
  clerics that follow the Riftmaster know that this 
  title represents the second rank within the 
  church’s hierarchy. 
  • 
  Any noble honors or lineage (the Fang 
  of Vevisalakale which Baratoni has seen 
  only once before, but is aware of its 
  signifigance) 
   
  If the PCs do not follow, they are invited 
  again. If they still refuse, they are asked to 
  leave, and the adventure over. 
   
  DM NOTE: This should be a free flowing 
  conversation between the PCs and Kanalan 
  Baratoni. However, Kanalan is terse, and uses 
  as few words as practical.  
   
   
  When the PCs indicate they are following, 
  please read: 
   
  As you follow the priest further into the 
  temple, there is an eerie quiet. You make no 
  noise, excepting your voices, as you seem to 
  be walking minutely above the floor. The 
  walls glow with bright, ever-swirling colors. 
  After a few twists and turns, you are lead into 
  a dark wood-paneled side-room. 
  Refreshments are laid out on a great oak 
  table in the middle of the room. 
   
  Once the conversation is finished, he continues: 
   
  “I need you to make a journey for me to 
  the marker stone of Lnavlwela Epondprithela 
  near the Kalokopeli Forest. You then need to 
  bring rubbing back to the temple. The 
  materials to make the rubbing are in this 
  pouch. Do not think this task is unimportant. 
  Many lives may depend upon your success. 
  Furthermore, time is of the essence. Can you 
  leave now?” 
   
  The priest says, “Please partake of the 
  refreshments. His Holiness will be here 
  shortly.” With that, he leaves, closing the 
  door behind him.  
   
   
  There should be some questions at this 
  point. What Baratoni can say is the following: 
   
   
  The PCs are now free to talk and partake of 
  the pastries, meat, trenchers, and tea on the 
  table. If they attempt to leave the room, they are 
  asked by a priest outside the room’s door not to 
  do so. If they persist, they miss the audience. 
  Wandering through the temple unattended by a 
  temple priest, earns them a polite but firm 
  request to leave. Furthermore, there are various 
  wards, which may be activated by unauthorized 
  intruders with most unpleasant results [at the 
  Judge’s discretion].  
   
  • 
  Payment? A reward of 40 Victories 
  each and thanks are offered for 
  successful completion of the task. He 
  can be negotiated up to 50 Victories 
  each with an appropriately worded 
  Diplomacy check (DC 13). 
   
  • 
  Location of the Lnavlwela 
  Epondprithela Stone? The stone is 
  where the old border between Ek’Kasel 
  and the Kalokopeli Forest was located, 
   
   
  5
  
   
  which means it is now a few miles away 
  from the present forest. It is about a 
  good 2 days ride due west from the 
  convergence of the Banader River and 
  the Renador River. Needless to say, you 
  may have to get some directions when 
  you are in the vicinity. 
   
  If the PCs inquire, safe return means the 
  mount is alive and in good health. Otherwise, 
  the PCs are responsible for the price of the 
  mount (refer to the Players Handbook for 
  prices). 
   
   
  The PCs are expected to leave the way 
  they came in. Their guide is standing outside of 
  the door in the audience room. The PCs (if 
  necessary) arrive at the stables outside of the 
  Temple, by following the priest with the brass 
  key. 
   
  • 
  Description of the runes? The runes 
  are in an ancient pictorial script, with 
  symbols of magic no longer used by 
  anyone but scholars, and very advanced 
  magic workers. 
   
  A liveried guard is in front of the stable 
  doors, leaning against an open window. He 
  smiles at you and says, “You must be 
  Baratoni’s people. What mounts do you need 
  to purchase or borrow?” 
   
  • 
  Content of the Runes? The marker’s 
  runes are part history and part spell. 
  Both will aid some certain enchantments 
  on which we are working. 
   
   
   
  The PCs may borrow a light or medium 
  riding horse, a war pony, or a light warhorse. 
  PCs may purchase any standard mount at 
  Player’s Handbook prices, without necessary 
  negotiation. All have standard hit points and 
  abilities. The priest has those PCs borrowing 
  mounts sign or make their marks for them. 
  DM NOTE: If the PCs press further, he can 
  say that the spell portions of the runes are 
  of the enchantment and abjuration 
  varieties. (The actual spell being worked on 
  here is on a need to know basis, and you 
  do not need to know.) 
   
   
  • 
  Why us? The reason is that you all 
  seem to be able to perform the task, and 
  direct temple personnel are otherwise 
  committed. 
   
  After the PCs have their mounts, proceed 
  to the next encounter.  
   
   
   
  ENCOUNTER 2: On the Road 
  • 
  Potential Dangers? Ek’Kasel has 
  been warring with Norga-Krangel, the 
  hobgoblin nation to the southwest. 
  Although the violence has died down for 
  the moment, tensions still run high 
  between them. We do not expect you to 
  have to worry about this too much. You 
  will be a reasonable distance from the 
  border. 
   
  Summary: The PCs journey to the area where 
  the Stone Marker is located. In the process, they 
  meet Kasite border patrols that attempt to collect 
  various “fees/taxes.” 
   
   
  For half a week, you ride on the South 
  Merchant Way southwest through 
  Lebolegido, W’Pawido, and Favido. Turning 
  west onto Elder’s Way, you ride through the 
  Mounds District and Gorido. Finally, after a 
  week of travel, you reach the great bridge 
  over the Renador River. Ek’Kasel and the 
  great river city of Kalokapeta lay beyond. It 
  has been a long ride, but your adventure has 
  yet to begin. 
   
  After questions are completed (or during 
  questions at the Judge’s discretion), read: 
   
   
  “Since time is very important, if you do 
  not have a mount, you may borrow or 
  purchase one from my stables as you leave. 
  Of course, if you borrow a mount, you are 
  responsible for its safe return. Good luck 
  and may Pagari smile upon you.” 
   
  With war with Norga-Krangel as 
  constant as Pekal’s own strife with Tokis, the 
  Kasite border is regularly patrolled. 
   
   
  The priest then turns and leaves through 
  the door, leaving it open. You see a priest of 
  the Brass Key outside apparently waiting to 
  escort you from the room. 
   
  In order to cross the border bridge over the 
  Renador River, there is a fee, which varies as to 
  how the PCs appear. 
   
   
   
  6
  
   
   
  If the PCs attempt to swim the river, there 
  are 3 Swim checks at DC 15 (there is a 
  current). Failed checks require retries to make 
  progress. 
  • 
  Beggar: Not allowed across (Ek’Kasel 
  does not want Pekal’s trash), unless 
  able bodied. If able bodied, the border 
  guard press them into service for the 
  Kasite military. 
   
   
  Swimming – A successful Swim check allows 
  you to swim one-quarter your speed as a move 
  equivalent action or one-half your speed as a full 
  round action. Roll once per round. If you fail, you 
  make no progress in the water. If you fail by 5 or 
  more, you go underwater and start to drown. If 
  you are underwater, you suffer a cumulative –1 
  penalty to your Swim check for each 
  consecutive round you’ve been underwater. 
  • 
  Poor (no mount): 1 sp, and possible 
  drafting into the army if able-bodied. 
  Results are based upon role-playing.  
   
  • 
  Standard travelers: 1 gp for the person 
  and 1 sp for each mount or pack animal. 
   
  • 
  Merchant/Well-off: 5 gp per person and 
  2 gp per mount. 
   
  Special: Instead of an armor check penalty, you 
  suffer a penalty of –1 for each 5 pounds of gear 
  you are carrying or wearing. 
   
  • 
  Rich: 25 gp per person and 10 gp per 
  mount unless noble lineage can be 
  established. 
   
   
   
  DM NOTE: Border patrols and bridge guards are 
  composed by three soldiers and a sergeant. 
  There is a one in twenty chance that the unit 
  also includes a cleric. 
  Removing Armor 
  —10 Rounds—Padded, Leather, Hide, Studded, 
  Chainshirt 
  —10 Rounds—Scalemail, Chainmail, Banded, 
  Splint 
   
  The border guards have a poor opinion of 
  Pekal and give anyone crossing the eastern 
  border a difficult time. 
  —1d4+1 x 10 Rounds—Half-Plate, Full Plate 
  *If the PC has some help, these times can be 
  cut in half.  A single character doing nothing else 
  can help one or two adjacent characters.  
  This is primarily a role playing opportunity. 
  The guards suggest the PCs enlist in the Kasite 
  army. There reasons range from the need to 
  keep Pekal’s border safe from a Hobgoblin 
  invasion, to toughening the PCs up and turning 
  them into real men, to a debt owed to Ek’Kasel 
  by Pekal by al the men who have died protecting 
  them from the Krangi. 
   
  DM NOTE: Horses and riding dogs, as they are 
  bred as pack animals, may make a Swim check 
  at a +0 bonus for both them and their rider, 
  ignoring usual weight modifiers. 
   
  If the mount begins to drown, the rider may 
  slip off as a free action and begin to swim for 
  herself. The mount then gains its Strength 
  bonus to swim, ignoring any weight it may be 
  carrying (such as a saddle). 
   
  DM NOTE: If any of the PCs choose to enlist in 
  the Kasite army, he is finished with the module 
  and his character is removed from the game. 
  He’s been permanently assigned to the Norga-
  Krangel border. If a player says he’s deserting, 
  he is outlawed in Ek’Kasel as a deserter. The 
  module is still over. He spends 21 day units 
  getting back to Bet Rogala safely and receives 
  the Outlawed in Ek’Kasel cert (make a note that 
  it’s for desertion, although the punishment is the 
  same). 
   
  Drowning—Any character can hold her breath 
  for a number of rounds equal to twice her 
  Constitution score. After this period of time, the 
  character must make a Constitution Check (DC 
  10) every round in order to continue holding her 
  breath. Each round, the DC increases by 1. 
  When the character finally fails her Constitution 
  check, she begins to drown. In the first round, 
  she falls unconscious (0 hp). In the following 
  round, she drops to –1 hit points and is dying. In 
  the third round, she drowns. 
   
  The PCs have other options if they do not 
  want to pay the toll. They can go up or down 
  stream an hour or more and swim across. Or 
  they can go about two days upriver and ford the 
  river there. There are no fords downstream, as it 
  is a navigable river (Ships sail to the coast on it). 
   
  DM NOTE: The players may take this 
  opportunity, once across the border, to explore 
  Kalokapeta, shopping in its bazaar and farmers 
   
   
  7
  
   
  market (PCs note that the city’s offerings are 
  less than Bet Rogala, but its customs seem 
  much the same). Hobgoblins and Half-
  Hobgoblins, regardless of their sub-race or half-
  human race are not welcomed by taverns, inns, 
  shopkeepers or any passers by. Although 
  violence isn’t a forgone conclusion, they are in 
  general not welcome in the city. 
  • 
  PCs pay: they are thanked as the patrol 
  continues on its way.  
   
  • 
  The PCs refuse to pay: this ultimately 
  leads to a fight. The patrol fights until 
  one of their members dies. At that point, 
  the remaining patrol rides for help. The 
  PCs are charged and pursued by all the 
  law enforcement officials in Ek’Kasel for 
  murder of a government official in the 
  line of duty (punishable by death). 
   
  On the other side of Kalokapeta, there is a 
  similar bridge crossing the Banader River. 
  Similarly, this bridge also has a tax, but it is 
  merely a flat 5 sp toll. Swimming the river is the 
  same as for the previous bridge. If they begin to 
  drown, bridge guards with poles rescue them. 
  Rescued swimmers must pay double the toll or 
  be instructed to move back across the bridge. 
   
  This is a permanent problem for the 
  PCs. They have two days to flee the 
  area before their likeness has 
  disseminated to all the appropriate law 
  enforcers. After those two days, while 
  staying or passing through that area, the 
  PCs encounter a patrol searching for 
  them. If it spots them, the patrol tries to 
  arrest them with deadly force (you may 
  modify situationally). See appendix for 
  patrol statistics. 
   
  If asked, guards tell PCs that the numerous 
  tolls help the local municipality pay government 
  workers as most national monies go to 
  supporting the standing army to guard the 
  western border against Norga-Krangel. Although 
  the war has died down, the threat of restorers 
  again trying to raise the empire of Kruk-Ma-Kali. 
   
  A week after this and their likeness 
  has been disseminated throughout 
  southern Ek’Kasel, including Bet Kasel. 
  Regardless of whether they attacked or 
  not, all PCs present at the time of the 
  guard’s death receive the Outlawed in 
  Ek’Kasel cert. 
   
   
  Once the PCs are ready to continue past 
  the Banader River, please read (or summarize 
  for those PCs that forded the river north of the 
  bridge): 
   
   
   
  After taking the day to pass into and 
  through the river city of Kalokapeta, and the 
  Renador and Banader Rivers, the morning 
  brings you to the last stretch of your journey. 
  Riding due west for the rest of the day, you 
  pass villages and farms in what must be one 
  of the most agriculturally productive areas in 
  Tellene. About midday you are confronted by 
  an Ek’Kasel border patrol of mounted 
  soldiers. The captain rides forward and 
  demands that you stop. 
  DM NOTE: If all the guards were slain, add 
  three days to the time it takes for this information 
  to be disseminated. The bodies must be found 
  and the proper divinations cast to discover the 
  perpetrators of the crime. Although this should 
  provide enough time for the PCs to finish their 
  mission, they are still outlaws in Ek’Kasel and 
  any further adventuring is far more difficult. 
   
  • 
  The PCs may run. The patrol is on 
  medium warhorses, and it is a matter of 
  who has the faster mounts. If caught, 
  and the PCs fight, see above. If the PCs 
  do not fight, the border patrol extracts 5 
  times the original amount from each PC 
  and continue on their way. If PCs cannot 
  pay this fine, the guards jail them in 
  Kalokapeta for a week (add 7 day units 
  to the total cost of this module). 
   
   
  In a free-form conversation with Captain 
  Sutomic, the PCs are asked for the following: 
   
  • 
  Each of their names, and where they 
  live. 
  • 
  Each of their destinations. 
  • 
  2 gp from each PC as a contribution to 
  the border security fund (another tax). 
   
  The guard is not willing to lead their 
  horses into the river, though. So if the 
  PCs, as a group, move at the same 
  speed or faster and choose to move 
  their horses into the river, they get away 
  unless they fail their Swim checks. 
   
  Adjust the reactions of the border guards 
  according to the PCs reactions. Guidelines 
  include: 
   
   
   
  8
  
   
  ENCOUNTER 3: A Lovely Day 
  Once past the border patrol, please read: 
   
   
  By nightfall, you have reached the 
  rolling hills and grasslands. The big question 
  is where to spend the night. 
  Summary: The PCs encounter a common Orc 
  band in a place where they should not be. They 
  also may obtain some better directions from the 
  Orcs to the Epon Stone. 
   
   
  The PCs may spend the night out of doors 
  or at a roadside Inn. There are suitable places to 
  do either. The cost of the Inn is 1 sp plus 
  another 1 sp for meals. Allow the players to 
  determine what they do. Nothing happens during 
  the night.  
   
   
  The morning is absolutely beautiful, with 
  its azure sky and lush green fields and 
  woodlands. After your morning routine, you 
  ride westward into the wooded hills, skirting 
  the vales of the Kalokopeli Forest to the 
  south and the small town of P’Lewido to the 
  North. Small cops of firs and pines shelter in 
  the bottomlands. Occasionally, deer and 
  boar can be spotted in the distance, but you 
  have no time for the hunt. 
   
  If the PCs do decide to stay at an Inn, you 
  are free to make up whatever scene you want 
  within the confines of a rural Inn. However, do 
  not spend much time on this, as it is not 
  important. If the PCs try to get information on the 
  Marker or on any old border markers, have them 
  make a Gather Information check. 
   
  Late in the afternoon, you spot a column 
  of smoke perhaps a half mile distant along 
  the direction of your travel. 
   
   
  DC5: Some folks were caught crossing the 
  border without paying their taxes, and were 
  hung right on the spot as a warning to others! 
   
  Allow the players to formulate a response 
  to this. The smoke is coming from an 
  encampment of orcs on the trail the PCs are 
  following. Respond to whatever the players 
  come up with as appropriate consistent with the 
  following: 
   
  DC10: There is a big battle brewing about 
  four days west of here, and everyone is fleeing 
  the area until the battle is over. Patrols on both 
  sides are becoming more frequent, as each 
  nation tries to determine the disposition of the 
  other’s army. 
   
  • 
  Bypass: The PCs may decide to 
  circumvent the camps, giving the area a 
  wide berth. The PCs are easily able to 
  pick up the trail on the other side, no 
  skill check necessary. They then 
  continue on to the next encounter. 
   
  DC15: Everyone there knows that there are 
  a number of old border markers with ancient 
  runes, but no one knows of the Lnavlwela 
  Epondprithela Stone. The markers are all further 
  west and a bit south. 
   
  • 
  Scouting: The PCs may decide to 
  scout the camp, approaching through 
  the high grass and scattered bushes 
  and scrub trees. The orcs have guards 
  set and may spot or hear the PCs who 
  approach (Spot at DC +4 v. PC Hide, 
  Listen at DC +3 v. PC Move Silently). 
  Run 2 such sets of checks. The orcs are 
  in an area strange to them and, given 
  their past, are expecting trouble. 
   
  DC20: There is a marker with strange 
  runes called the Epon Marker, almost due west, 
  about a day’s ride and located alongside of a 
  small stream called the Awasa. Out of all the old 
  markers, it’s the only one that still has legible 
  reading, although no one knows what language 
  it is. 
   
   
  If the orcs spot the PCs, 8 orc 
  soldiers, a leader and a shaman 
  respond while the rest gather their 
  meager belongings and move away. 
  The responding orcs keep their distance 
  unless attacked. 
  DC25: Kidnappings of important officials 
  have become more common along the border as 
  each side tries to gain a tactical advantage over 
  the other. 
   
   
  When the PCs are ready for the next day, 
  go on to Encounter 3: A Lovely Day. 
   
  If the PCs are not spotted, they 
  observe 4 separate encampments close 
  together, with somewhere around 100 
  orcs acting naturally. A Spot check (DC 
   
   
   
  9
  
   
  14) reveals that the camps contain a 
  large number of wounded males, 
  females and even some children. 
  • 
  They do not want to be ruled by 
  other races. 
  • 
  They were told by the hobgoblins to 
  go into the many trees south of their 
  present home, but after the 
  hobgoblins left, they headed east. 
  They are still on the move. 
   
  • 
  Combat: The PCs may decide to attack 
  the encampments (there are 4, all within 
  100 feet of each other, and thus within 
  sight and sound of each other). The orcs 
  respond with 8 orc soldiers, a leader 
  and a shaman. One minute later (10 
  rounds) another 12 soldiers enter 
  combat with 4 leaders and 2 shaman. 
  The rest of the encampment begins to 
  move in the opposite direction. The 
  tribesmen are audibly afraid. 
  • 
  Only if specifically asked: They 
  have repeatedly passed large 
  stones. One of their patrols found 
  such a rock with writing on it south 
  beyond the next three rises. 
   
  • Report to the Kasite army: If the PCs 
  aren’t wanted as criminals and choose 
  to report the Blood Nail clan to the 
  Kasite army, this adds a day to the total 
  trip (add 1 DU to the total cost of this 
  module) and they are thanked for their 
  patriotic efforts. On their return to Pekal, 
  the PCs hear talk that the Kasite cavalry 
  discovered an orc tribe trying to slip to 
  Kalokapeta to sack the city, but were 
  annihilated by the lancers. None of the 
  orcs survived. 
   
  The orcs do not want to fight 
  anyone, and avoid a fight if at all 
  possible. They are depleted and afraid. 
  However, if the PCs interrupt this 
  retreat, all of the rest of the 
  encampment enters the combat. 
  Statistics for the orcs are in Appendix 
  III. 
   
  • 
  Talking: The PCs may decide to talk, 
  before or after combat. Aberrant PC 
  misbehavior (torture, sordid threats, 
  gratuitous killing of non-combatants, 
  etc.), the orcs respond in orc or Krangi 
  hobgoblin, (or if speaking to Akray, 
  broken Merchant’s Tongue) to PC 
  questions in those languages. 
  Pantomiming is a bit difficult, but they 
  are still willing to try. They know and 
  provide the following if specifically 
  asked: 
   
  Once the PCs have either avoided or dealt 
  with the orcs, proceed to the next encounter. 
   
   
  ENCOUNTER 4: The Wise 
   
  Summary: The PCs meet two beings. The first 
  gives the PCs specific directions to the location 
  of the marker in exchange for an item from each 
  PC. The second gives the PCs a cryptic 
  message, which means nothing in this 
  adventure. 
   
  • 
  Their leader is Akray (see 
  Appendix III for statistics), and they 
  are what is left of the Blood Nail 
  Clan. 
   
   
  You travel the few more hours before 
  dusk, and find a good place to camp. 
  Everything seems normal. The spot seems to 
  have been used in the past. 
  • 
  They lived far south (many suns’ 
  walk, past many trees), but 
  uniformed, armored hobgoblins on 
  horses with lances killed many of 
  their clan and forced the rest of the 
  clan north to here. They do not know 
  the nationality of the hobgoblins (but 
  it’s a safe bet that they were Krangi). 
   
  DM NOTE: Whether the PCs stop there or 
  elsewhere, they need to stop soon for the night 
  to rest their mounts. If they don’t, the fatigued 
  mounts rapidly becomes so exhausted that they 
  stumble in the dark, and severely injure 
  themselves. If this happens, the rider needs to 
  perform a Ride check (DC 15) to keep from 
  being thrown (1d6 falling damage). The mount 
  takes 2d6 damage and becomes lame. This 
  damage can only be healed naturally or with a 
  cure critical wounds or higher level spell. 
  • 
  They do not fight for or with any 
  other races unless attacked. 
  • 
  They are trying to find a place for a 
  new village where they will not starve 
  during the winter, or be attacked by 
  humans, hobgoblins, or elves. 
   
  10
  
   
   
   
  He bows his head. The owl, once resting 
  peacefully, hoots loudly and takes to the sky. 
   
  The night passes uneventfully, regardless 
  of where the PCs camp and what watches are 
  set. 
   
  If the PCs attempt to ask the Dejy man 
  questions, he raises a hand and points at the 
  owl that is now circling in the distance. He does 
  not speak again. (This is a powerful Dejy 
  shaman and any PCs physically threatening the 
  man only receive a small chuckle. If provoked, 
  the shaman turns into an owl and flies away.) 
   
   
  For the morning, read: 
  The first light brings a thick mist and a cool, 
  quiet scene. An occasional muffled howl of a 
  wolf breaks the silence. After your morning 
  routines, you ride on through the slowly 
  drifting mists. Shadows lurk at the edge of 
  your vision as you pass through a scrub 
  forest. 
   
   
  You continue on for a seemingly 
  endless number of hours, although it is hard 
  to tell how long its truly been with the mists 
  over the land. Ahead, the gray owl sits on a 
  low branch stretching out over your path. 
  The owl, staring at you again, lets out a 
  “Who?!” 
   
   
  There is nothing dangerous in this area that 
  reveals itself, but the PCs are free to spend time 
  exploring fallen logs, rabbit holes and the 
  various trees if it makes them feel more at ease.  
   
   
   
  If the PCs do not respond, it twists its head 
  and screeches “Who?!” again. If the PCs do 
  not answer again, the owl flies off into the mist. If 
  the PCs respond with other than their correct 
  names, the owl repeats “Who?!” 
   
  As you ride further, you spot a decrepit 
  looking Dejy. His skin is gnarled and pitted, 
  his red skin having weathered and turned 
  brown. His hair is long, tangled and white. He 
  wears simple leathers and sits cross-legged 
  on a large flat stone at the side of the road. 
  As you spot him in the mist, he says in a 
  whispered voice, “Something for an old 
  beggar? A coin perhaps? From each of you? 
  A coin would be nice. Charity for the poor is 
  a gift of wisdom it is said.” He does not turn 
  his head to speak to you and his eyes are so 
  wrinkled that it’s difficult to tell if he’s even 
  looking at you. 
   
   
  If any of the PCs respond with their correct 
  name, the owl then coos “What?!” 
   
   
  If the PCs respond other than with a 
  reference to the runes, the Epon Stone or the 
  Lnavlwela Epondprithela Marker, the owl cries 
  out again. If the PCs still do not reply correctly, 
  the bird flies off. If the PCs make an appropriate 
  reference to the runes or the stone, please read: 
   
  An owl rests on a small, dead tree that 
  stands directly behind the Dejy’s stone. As 
  you look at it, it turns its head clockwise and 
  blinks. 
   
   
  The owl spreads its wings, flapping 
  wildly, pushing the mists in intricate circles. 
  The old man, although not visibly present 
  speaks from the shadows. “Just as you now 
  ride west to approach the stone, the land 
  approaches its peril. 
   
  Allow the PCs to react. The value of the 
  PCs’ gifts is unimportant, so long as the old man 
  gets something from each PC that they have 
  had with them for at least a day. 
  “Just as you preserve your purpose, the 
  land is wasted. 
   
  If one or more of the PCs are reluctant to 
  give something, another PC cannot give 
  something for the reluctant PC. However, the old 
  man says: 
  “Just as you bring an old enchantment 
  from the land, the land is parted from itself. 
  “Lo the doom bringers, written all 
  around.” 
   
   
   
  “For want of a few coins of charity, you 
  would leave misery in your wake? 
   
  With that the owl flies off and 
  disappears into the shadows. Then the mists 
  part, and you see the sun to your right. 
   
  If all of the PCs contribute something, the old 
  man says: 
   
  DM NOTE: Allow the PCs to make a Survival 
  (Intuit Direction) check (DC 12) to determine 
  which direction is north. If the PCs turn west 
  (away from the sun) at this point, go on to 
   
   
  “What you seek is not the way you 
  journey. Follow the owl. Kanahajy knows the 
  way. All around it is written.” 
   
  11
  
   
  Encounter 6: The Gang’s All Here. If not, then 
  continue to the next encounter. 
   
  They may also make an Intelligence 
  check (DC 12) to catch the portion of the old 
  man’s speech that mentioned heading west to 
  find the stone. 
   
   
  ENCOUNTER 5: Wandering What? 
   
  USE ONLY IF PCs DO NOT HEAD WEST! 
   
  Summary: The PCs get turned around in the 
  mists and do not head west, missing the marker. 
  Eventually, they happen upon a lightfoot halfling 
  village. The halflings can give the PCs directions 
  to the marker if asked. 
   
   
  If the PCs miss their turn, they spend the 
  next couple of days wandering around the area 
  attempting to find the Lnavlwela Epondprithela 
  Marker. For the first day and a half, work in up to 
  two wolf (or other appropriate random encounter 
  from the Pekal Gazetteer), which attacks under 
  whatever circumstances you decide. See 
  Appendix III for statistics on the wolves. 
   
   
  On mid-afternoon of the second day, 
  please read: 
   
   
  The misty northern border of the 
  Kalokopeli Forest has not given up the 
  location of the Lnavlwela Epondprithela 
  Marker. Then in the mid-afternoon, you ride 
  into a clearing. You see lightfoot halfling 
  farmers tilling their fields, halfling children 
  playing in the rows, and a small village 
  beyond. 
   
   
  If the PCs talk in a friendly way (in halfling) 
  to any adult halfling, and ask directions to the 
  Lnavlwela Epondprithela Marker, the halfling 
  gives the following directions: 
   
   
  Ride half the daylight hours north, then 
  ride only half that west. Look then to the 
  small stream. Follow it down. Is the Epon 
  Stone in the clearing on the right. 
   
  DM NOTE: None of the halflings in the village 
  speak any human languages or Merchant’s 
  Tongue (this is an exception to the KPG). 
  Leaders do speak gnome, though, as they do 
  have regular dealings with a tribe of forest 
  gnomes that live nearby. A Pantomime check 
  (DC 16) gains the same information as above. 
   
  Halfling grammar in this area puts the verb 
  always in the front of the sentence, then the 
  subject, and finally the object. Adjectives (but 
  not articles) go after the noun to which they 
  relate.  
   
   
  The amicable PCs are free to stay the night 
  if they wish, next to the halfling village (in a small 
  inn if they are small enough to fit under the 3’2” 
  ceiling). If they do so, they are treated to a very 
  good halfling dinner and the singing of halfling 
  folk tales after dinner, well into the night. 
   
  DM NOTE: Any harm to a halfling by a PC 
  results in the village mustering en masse and 
  demanding the PCs leave immediately. 
   
   
  If the PCs follow the halfling directions, the 
  PCs wind up near the bandit camp. Go to 
  Encounter 6: The Gang’s All Here. 
   
   
  ENCOUNTER 6: The Gang’s All Here 
   
  Summary: The PCs arrive at the Epon Stone, 
  but must deal with a bandit gang. They can also 
  spot some captives who might be freed by the 
  PCs, if the PCs elect to do so. 
   
   
  The mists continue this day and give 
  you somewhat of a peaceful ride. The 
  muffled sounds of small animals in the glens 
  add to a silence that is almost unnatural. 
  Suddenly the clanging of pots and tin 
  cups and the sounds of loud conversation 
  just ahead shatter the quiet. You begin to 
  smell burning wood. 
   
   
  Pause to allow the PCs to react. If they 
  charge ahead, they blindly ride into the bandit 
  encampment, provoking a very hostile response. 
  They are surrounded and outnumbered. The 
  bandits do not fight to subdue, but do accept 
  surrender of a PC. See below for surrendering 
  PCs, and/or captured PCs. 
   
  If they simply walk forward, a sentry 
  eventually spots them and hails for them to stop 
  for a parlay. He has an arrow nocked and 
  drawn. The sentries are considered Unfriendly, 
  but are willing to talk as long as the PCs make 
  no hostile actions. 
   
  If the PCs choose to approach cautiously 
  (moving silently and hiding), they can discover 
   
  12
  
   
  that the bandits are arranged as follows (also 
  see Judge Map).  
   
  • 
  From any direction at any first 
  approach, there are distracted guards 
  beyond the camp. These bandits are 
  comfortable with their camp and are 
  only maintaining a half-hearted watch. 
  All sentries have listen and spot 
  circumstance penalties of –12 (making a 
  –12 to each roll, as they have no Spot 
  or Listen bonuses). It is very possible to 
  slip between the guard posts (move 
  silently and hide checks).  
  • 
  The camps are located along a shallow 
  stream (4” deep and 4’ across) stream 
  with 2 camps on each side. The stream 
  is easily crossed anywhere and offers 
  no cover (although vegetation away 
  from the perimeter of each camp on 
  either side may). Each camp is cleared 
  roughly 30’ around a central fire pit. 
  There is roughly about 30’ feet between 
  camps. 
  • 
  In each camp 2 bandits are up and 
  wearing their arms and chain shirt 
  armor. These bandits are performing 
  various tasks. Another 2 are in tents 
  sleeping or resting (without armor), and 
  are evident to the PCs only if they watch 
  for a couple of hours, or look in a tent. 
  There is a leader (the one giving orders) 
  and a cleric (the one with the holy 
  symbol prominently displayed) in each 
  of the camps, who are awake, armed, 
  and armored during the day, and 
  sleeping at night. Thus, there are a total 
  of 8 per camp, and 32 total bandits. At 
  APL 2 the bandits have two camp 
  groups off on raids, leaving “only” 16 in 
  camp when the PCs arrive. At APL 4, 
  only one camp group is gone, the 
  Southern most camp. At APL6, 
  everyone is there. 
  • 
  The tents are in the clearing and all are 
  low to the ground, excepting the gang’s 
  leader’s tent (large pavilion tent) in the 
  mid-eastern camp.  
  • 
  The Lnavlwela Epondprithela Marker is 
  in the mid-western camp, being used as 
  a windbreak for the camp’s cook fire. 
  There is always one person around that 
  fire.  
  • 
  Each camp contains one cook fire 
  around which the most of those awake 
  are generally located most of the time. 
  However, if it matters, use a d4 to 
  determine how many are at the fire at 
  any particular time, and the rest are 
  scattered about the clearing.  
  • 
  In the mid-eastern camp, there is a 
  crude wooden enclosure with obviously 
  tied up, ill-treated prisoners. The 
  prisoners are filthy and bruised. If 
  counted, there are 5 prisoners.  
  • 
  Horses are picketed on the opposite 
  side from the stream for each camp. 
  • 
  The bandits are a mix of human types, 
  hobgoblins, half-hobgoblins, and half-
  orcs.  
   
  DM NOTE: Although there are only three maps, 
  Appendix III details which maps should be used 
  and the change of NPC hit points based on APL. 
   
  While the creativity of players is boundless, 
  making prediction of their approach difficult in 
  this situation, allow any reasonable scheme to 
  work (with the severity of this encounter being 
  what it is, it is acceptable for a judge to make 
  out-of-character assessments if the party is 
  heading toward disaster), with the following 
  caveats. 
   
  1. Probably the most effective method is to 
  quietly neutralize the watch guards, then 
  neutralize one camp, concentrating first 
  on the sleeping bandits and the cleric. A 
  distraction for the other camp would be 
  useful at this point to hold off 
  reinforcements. Since the 
  reinforcements must protect their own 
  base, they do not counterattack in force. 
  This gives the PCs the advantage of 
  position and numbers.  
  2. The bandits fight if any are attacked. 
  They retreat only if the cause of fighting 
  is obviously hopeless. 
  3. The bandits can be bribed out of the 
  prisoners and/or allowing the taking of 
  the rubbing. If the PCs choose to parlay 
  with the sentries, they are introduced to 
  the bandit leader, Gruthal Lelten 
  (Brandobian male Warrior 4, see 
  Personalities appendix for statistics). 
   
  The bandit leader attacks and 
  captures/kills the PCs, and just take 
  their wealth, if he thinks he outnumbers 
  the PCs at least 2 to 1. The bribe for the 
  prisoners is at least 50 gp each (he 
  does have an offer for more, but is 
  willing to part with them for the prospect 
   
  13
  
   
   
  Round 8: The 2 perimeter guards for the 
  camp appear, if still alive, at the tree line and 
  attack with light crossbows. They may also use 
  shortswords in melee if PCs are at the tree line. 
  of immediate gold), and to allow the 
  rubbing is at least 10 gp. 
   
  Even if outnumbered, 3 successful 
  Diplomacy checks (DC 24, 20 and 16 
  respectively) causes Lelten to barter 
  with the PCs rather than attack them. 
  He is a man interested in coin much 
  more than he is bloodshed. Allowing a 
  rubbing of a stone isn’t worth losing a 
  man over. 
   
   
  Round 13: Unattacked camp(s) with no 
  other diversions have sent 2 armored bandits 
  with halberds, 2 crossbowmen with only shields, 
  their leader. These appear to fight this round. 
  The cleric and the other 2 bandits, plus the rest 
  if a diversion is created, remain in their camp(s) 
  until round 20. If the battle is still going in round 
  20, the rest of the bandits and clerics go to 
  where the fighting is happening. At this point, if 
  the bandits are fairly evenly matched by the 
  PCs, the leader/cleric attempts to negotiate. 
  4.  The bandit leaders also accept 
  individual combat challenges for suitable 
  stakes (at least 20 gp by the PCs). The 
  Bandit leader honors the wagers they 
  lose. 
  5.  Kasite border guard patrols ignore PC 
  requests for aid, unless bribed. The 
  bribe to go attack the bandits is at least 
  200 gp plus all the loot that they can 
  take from the camp.  
   
   
  If the PCs are captured (wounded or not), 
  they are placed in the wooden enclosure (rebuilt 
  if necessary) and held for sale in the slave 
  markets of Prompeldia. Please proceed to 
  Encounter 7. 
  6.  The bandits move on in 3 days unless 
  the PCs alert them that the Lnavlwela 
  Epondprithela Marker has value. If so 
  alerted, the bandits stay another 7 days 
  to see if a profit might be made. After 
  the bandits leave, the PCs are able to 
  take the rubbing at their leisure.  
   
  DM NOTE: If the PCs bribe with the bandits to 
  allow them to make a rubbing of the stone, a 
  successful Spot check (DC 5+APL) to see one 
  of the people in the holding pen mouthing 
  something to the PCs. A successful Read Lips 
  check (DC 16) reveals the following: 
  7. Any magic use by the PCs spotted by 
  the bandits is considered an attack. The 
  bandits are not able to tell divinations 
  from more hostile magic, and assume 
  the worse.  
   
  My name is Vrindolvus. I am a noble from 
  Cosdol. Please help me! 
   
   
  An attack of the encampment should be 
  done very carefully, as the PCs are vastly 
  outnumbered and probably outclassed. 
  Nevertheless, for those PCs who do so, 
  particularly if they charge blindly into the camp, 
  the typical bandit response is, if not alerted: 
  Lelten is willing to negotiate for the prisoners 
  even after a deal has been made for the rubbing 
  of the Epon Stone. 
   
   
  Once the PCs are ready to depart, proceed 
  to the Conclusion. 
   
   
   
  Round 1: The bandits are surprised unless 
  the PCs alerted the camp to their presence. 
  There are 2 bandits, plus a leader and a cleric 
  during the day, in each camp, which are 
  potential obvious targets for the PCs.  
  DM NOTE: A PC may attempt to make a 
  Decipher Script check (DC 50) to translate the 
  obscure language listed on the Epon Stone. 
   
  A PC casting comprehend languages and 
  touching the stone takes 1d6 points of subdual 
  electrical damage. Furthermore, the affected PC 
  speaks in a language that none of the other PCs 
  have ever heard before. The character is still 
  able to think and act effectively (and speaking in 
  this language doesn’t disrupt the verbal 
  components of any spells). This effect wears off 
  after 3d4 days. Give the PC the Comprehension 
  of the Epon Stone cert. 
   
   
  Round 2: The 2 bandits, cleric, and leader 
  (or their survivors) in the camp attacked melee 
  with the PCs with halberds if no PC is adjacent 
  and with a shortsword if a PC is adjacent.  
   
   
  Round 4: The 2 resting bandits come out of 
  their tents with large shields and light 
  crossbows. They may attack this round. 
   
   
   
  ENCOUNTER 7: Oops, Prison 
   
  14
  
   
   
  USE ONLY FOR PCs CAPTURED BY THE 
  BANDITS 
   
  Summary: The PCs are captured by the bandits 
  and need to get out. 
   
   
  You wake up in a roughly 20’ irregular, 
  circular wooden pen with a 10’ ceiling. Your 
  hands are tied behind your back. The rest of 
  your party sits beside you, looking equally 
  worse for wear. You are crudely bandaged. In 
  addition to your friends, there are 5 persons 
  wearing what must have been very 
  expensive clothing, embroidered with an 
  elegant coat-of-arms. 
   
   
  The PCs in prison may make a Knowledge 
  (Heraldry) check at DC 15 or Knowledge 
  Royalty check at DC 20 to recognize the 
  symbol as the royal family of Cosdol (northern 
  Brandobia). Then please continue: 
   
   
  One of the strangers beside you smiles 
  and speaks to you in Merchant’s Tongue, 
  “Do you understand my words? I am glad 
  you survived. What is your name and how 
  did you come to be in these strange woods. I 
  certainly hope you are not our rescue party.” 
  He laughs half-heartedly. 
   
   
  Allow the PCs to respond and engage them 
  in conversation. What they can say (in just about 
  any language the PCs know) is as follows: 
   
  • 
  The stranger claims to be Welstern 
  Vrindolvus, great-grandnephew to the 
  Archmage Welren, king of Cosdol 
  • 
  They were traveling from to Bet Rogala 
  as a diplomatic envoy to Prince Kafen. 
  • 
  They were captured by the bandits 
  somewhere northeast of this spot, but 
  they do not know why or for what 
  purpose. The bandits do not seem to 
  understand their royal insignia, which 
  Vrindolvus and his men have thankfully 
  kept a secret. 
  • 
  They attempted an escape but 2 of 
  their party were killed and the rest 
  recaptured after being hurt severely. 
  • 
  The captors do not respond to them 
  except to feed them through the bars, 
  and rebind them when on the move.  
  • 
  It is imperative that Vrindolvus reach 
  Bet Rogala. The rest of his men are 
  willing to sacrifice themselves to aid his 
  escape. 
   
  Searching around, they discover: 
   
  • 
  The lock on the “door” is easy to pick, if 
  the PCs can come up with some tools; 
  Open Locks (DC 10). 
  • 
  The rope bonds of the PCs are not well 
  tied, allowing escape on an Escape 
  Artist check (DC 10), or a Use Rope 
  check (DC 15). Typically, when binding 
  a person, it adds a natural +20 to an 
  Escape Artist check, but if PCs attempt 
  to free other people in the cage, they 
  can easily negate this penalty. 
  Vrindolvus says that they regularly untie 
  themselves. It almost seems a formality 
  of being a captive. 
  • 
  The makeshift pen is not well built, so a 
  hole may be made if 10 point of damage 
  is done (wall hardness 5, 10 hp). 
  • 
  The pen is held together with rope, 
  which can be either sawed through if 
  there was an implement or untied with a 
  skill check using Use Rope (DC 20). 
  • 
  There are river rocks in the pen but no 
  boards or other such items of use.  
  • 
  One of the bandits is looking at the pen 
  at all times. He gains a +5 circumstance 
  bonus to his Spot checks.  
   
  Obviously, escape is an option, but the 
  players need to do some planning, as the PCs 
  are tied up, guarded, and unarmed. Encourage 
  the PCs to plan and allow any reasonable plan 
  for a breakout to succeed. Any fight happens in 
  the same manner as in Encounter 6, less any 
  already dead Bandits.  
   
   
  If the PCs come up with a plan, the other 
  residents of the prison aid them as much as 
  practical. 
   
  If the PCs manage to escape, the other 
  prisoners beg to be taken to Bet Rogala. 
   
   
  If the PCs escape, proceed to the previous 
  Encounter 6 if the PCs still want to get their 
  belongings and/or attack the camp for any 
  reason. If the PCs instead escape and go onto 
  Bet Kasel or head east back to Kalokapeta, go 
  on to the Conclusion. 
   
  A stealthy member of the party is capable 
  of sneaking back and retrieving the party’s 
  equipment using Encounter 6’s setup. A Move 
  Silently and Hide check must be made for each 
   
  15
  
   
  person’s gear. Additional checks must be made 
  (with a -5 circumstance penalty) for each horse 
  a PC attempts to retrieve. 
   
  If the captured PCs do not escape, they are 
  eventually sold into slavery in Prompeldia. It 
  takes seven months, but the PCs finally escape 
  and are able to return to Bet Rogala, although 
  without any possessions (add 195 day units to 
  the total of this module). The PCs now have 
  chains tattooed about their ankles. 
   
   
  CONCLUSION 
   
  If the PCs killed Kasite border guards but left 
  some of them alive, they are still wanted along 
  the eastern border. They must sneak across the 
  border under cover of nightfall (add 1 day unit to 
  the total cost of the module to sneak across 
  successfully) before continuing on to Bet 
  Rogala. If the PCs choose not to sneak across 
  the border, roll a d10. On anything but an 8, 9 or 
  10, the PCs are captured, arrested, tried and 
  executed for the murder of a government official. 
  (NOTE that a Disguise check (DC 18) reduces 
  the chances of detection so that only a roll of a 
  1, 2 or 3 results in the PCs capture.) 
   
  Supposing that they’re still alive, read the 
  following: 
   
   
  Once across the Pekalese border, the 
  rest of your journey is uneventful, and you 
  arrive back at Bet Rogala after a long ride. 
   
   
  Alternative A: Present the Rubbing to 
  Temple of Enchantment at Bet Rogala. 
   
   
  Upon arriving at the Temple of 
  Enchantment in Bet Rogala, you are greeted 
  by a young priest. After stating why you are 
  there, you are lead into the audience room 
  where a middle aged lady of outstanding 
  beauty sits placidly. She prominently wears a 
  black key. She says to you, “I understand 
  that you have an item for which we have 
  some need?” 
   
   
  If the PCs turn over the rubbing, Adane 
  Dirokan examines it and then gives the PCs 
  each a bag containing coins along with a thank 
  you for work well done. 
   
   
   
  Alternative B: Present the borrowed 
  mounts to the Temple of Enchantment at Bet 
  Rogala, and/or admit failure to obtain the 
  rubbing. 
   
   
  Upon arriving at the Temple of 
  Enchantment in Bet Rogala, you are greeted 
  by a young priest. After stating why you are 
  there, you are lead to the stables where the 
  mounts are inventoried. You are thanked by 
  a cleric wearing a brass key for your efforts. 
  Without further ceremony you are dismissed. 
   
   
   
  Alternative C: Fail to return the mounts 
  and/or rubbing. 
   
   
  If the PCs return to the temple but without 
  horses, add 4 additional Day Units to the cost of 
  the module. Also, they are expected to pay for 
  the particular mount they borrowed. 
   
  If the PCs choose not to report to the 
  Temple of Enchantment at all and attempt to 
  keep the mounts, Adane Dirokan coordinates a 
  search for the PCs through the extensive 
  Temple network and divinations. They are soon 
  located, and required to recompense the Temple 
  in the amount of the Players handbook value of 
  the mount, plus 500 Victory tracking fee. The 
  PCs may work this off in indentured servitude to 
  the Temple at 5 gp per DU. 
   
   
  Alternative D: Return some or all of the 
  Brandobian captives to Bet Rogala. 
   
   
  The captive claiming to be a Brandobian 
  emissary from Cosdol turns out to be telling the 
  truth. A few days after finishing your work for the 
  Temple of Enchantment, you receive a page to 
  the Embassy of Cosdol. If you attend, you are 
  introduced to Welstern Vrindolvus, great-
  grandnephew to the Archmage Welren, king of 
  Cosdol. You are treated to both lunch and dinner 
  at the embassy, as well as wine, story and song. 
  Vrindolvus tells you he owes you a great debt, 
  and that your valor will not be forgotten during 
  his diplomatic meeting with Prince Kafen. 
   
  As you leave his man presents you each 
  with a small pouch. Inside is a red ruby worth 50 
  Victories. 
   
   
  The End 
   
  16
  
   
  APPENDIX I: TREASURE SUMMARY 
   
  Encounter 2: (7 Day Units) 
  Any booty taken from the Kasite guards cannot be sold within the borders of Ek’kasel. All the equipment 
  is marked with the official seal of the army and even merchants in Pekal are not willing to offer more than 
  50 Victories for the entire lot. 
   
   
   
   
  Total possible gold is 50 gp 
   
  Encounter 6 or 7: (3 Day Units) 
  If the entire bandit camp isn’t killed, there is no treasure looted from this encounter 
  Salvageable chain shirts x5 (can be sold for 40 gp each) 
  Salvageable halberds x5 (can be sold for 4 gp each) 
  Salvageable battleaxes x7 (can be sold for 5 gp each) 
  Light crossbows x4 (can be sold for 15gp each) 
  Composite shortbow x1 (can be sold for 40 gp) 
  Finely kept longsword x1 (can be sold for 8 gp) 
  Heavy mace x1 (can be sold for 5 gp) 
   
   
   
   
  Total possible gold is 368 gp 
   
  Conclusion: (10 Day Units) 
  If the rubbing of the Epon Stone is obtained: 40 gp (50 gp if negotiated) each 
  If Welstern Vrindolvus was resuced: 50 gp each 
   
   
   
   
  Total possible gold is 540 gp (or 600 gp if the players negotiated) 
   
   
  THESE REWARDS COME AT THE EXPENSE OF 20* DAY UNITS 
   
  *This number increases equally to any days spent resting or for any other delays in the PCs progress. If 
  the module ends early, modify the expenditure of day units accordingly. 
   
   
  17
  
   
  APPENDIX II: EXPERIENCE POINT SUMMARY 
   
   
  Encounter 3: Peacefully talking to the Orcs  
   
   
   
   
   
   
   
   
   
   
  10 xp 
   
  Encounter 4: Obtaining the information from the old man  
   
   
   
   
   
   
   
  10 xp 
   
   
  Obtaining the information from the owl  
   
   
   
   
   
   
   
   
  10 xp 
   
  Encounter 6: Obtain the rubbing of the Lnavlwela Epondprithela Marker  
   
   
   
   
  100 xp 
   
   
   
  Rescue Welstern Vrindolvus  
   
   
   
   
   
   
   
   
   
   
  100 xp 
   
  Discretionary Experience for Role Playing: 
   
   
   
   
   
   
   
   
   
   
  0-70 xp 
   
   
  Total Experience Possible: 230 xp plus role-playing bonus for a maximum of 300 xp 
   
   
  18
  
   
  Appendix III: Possible Opponents 
   
  Encounter 2:  
   
  Border Patrols of Ek’Kasel: 
  Note: These are the law in Ek’Kasel. Hurting them is punishable by death, and they go out of their way to 
  track down killers of their police. 
   
  Soldier, varies male/female, Fighter 1, medium mixed human; HD 1; Hp 8; Init +1; Spd 20 ft; AC 18 (AC 
  15 Flatfooted, AC 11 Touch) +5 Chainmail, +2 Large Shield, +1 Dex); At +4 Melee (d8+3 longsword, crit 
  19-20/x2); +2 ranged (d6 (+1 w/in 30’) composite shortbow, crit x3); Al LN; SV Fort +4, Ref +1, Wil +0; Str 
  17, Dex 13, Con 15, Int 10, Wis 10, Cha 10;  
  Skills: Climb +4, Craft Bowyer +3, Listen +0, Ride +5, Spot +0;  
  Feats: Mounted Combat, Mounted Archery, Point Blank Shot;  
  Possessions: chainmail, large shield, composite shortbow, longsword, medium warhorse, and 7 gp. 
   
  Patrol Sergeant, female, Fighter 4 (including Captain Sutomic), medium Kalamaran; HD 4; Hp 30; Init 
  +1; Spd 20 ft; AC 18 (+5 Chainmail, +2 Large Shield, +1 Dex); At +7 Melee (d8+3 longsword, crit 19-
  20/x2); +6 ranged (d8+1 composite shortbow, crit x3); Al N; SV Fort +6, Ref +2, Wil +1; Str 16, Dex 13, 
  Con 14, Int 12, Wis 10, Cha 15;  
  Skills: Climb +4, Craft Bowyer +5, Jump +8, Listen +0, Ride +8, Spot +0;  
  Feats: Cleave, Mounted Combat, Mounted Archery, Point Blank Shot, Power Attack, Trample;  
  Possessions: chainmail, large shield, composite shortbow, longsword, medium warhorse, and 7 gp. 
   
  Patrol Priest, female, cleric 3 (of Natirel), medium Kalamaran; HD 3; Hp 23; Init +1; Spd 20 ft; AC 18 
  (+5 chainmail, +2 Large Shield, +1 Dex); At +3 Melee (d8+1 morningstar, crit x 2); Al LN; SV Fort +4, Ref 
  +1, Wil +3; Str 12, Dex 12, Con 14, Int 10, Wis 15, Cha 15;  
  Skills: Concentration +6, Diplomacy +6, Heal +8, Knowledge Religion +3, Spellcraft +2;  
  Feats: Alertness, Focus Halberd;  
  Possessions: chainmail, large shield, morningstar, halberd, wooden holy symbol, and 2 pp in coins. 
  Spells (4/4/3) DC=12 + spell level: 0th — detect magic, light, mending, resistance; 1st— bless, command, 
  (magic weapon), (endure elements); 2nd 
  --- hold person, (spiritual weapon), bull’s strength). 
  Domains: War, Strength (PHB page 163), 
   
  Encounter 3: 
   
  Blood Nail Clan of Common Orcs: 
  Note: these Orcs fight defensively in a shield wall whenever practical, as they are just trying to protect the 
  clan) 
   
  Common Orc Soldier, male, warrior 1, medium humanoid; HD 1; Hp 8; Init +1; Spd 30 ft; AC 22 (+4 
  chain shirt, +7 Tower Shield, +1 Dex); At +4 Melee (d10+4, halberd, crit x3; d8+3 battleaxe, crit x3); Al N; 
  SV Fort +5, Ref +1, Wil +0; Str 17, Dex 13, Con 16, Int 9, Wis 11, Cha 8;  
  Skills: Listen +0, Spot +0, Jump +5, Climb +5, Craft Weapon +0, Speak Orcish, Speak Hobgoblin;  
  Feats: Power Attack;  
  Possessions: chain shirt, tower shield, halberd, battleaxe, and 2 cp. 
   
  Common Orc Squad Leader, male, warrior 3, medium humanoid; HD 3; Hp 24; Init +1; Spd 30 ft; AC 
  22 (+4 chain shirt, +7 Tower Shield, +1 Dex); At +7 Melee (d10+6, halberd, crit x3; d8+4 battleaxe, crit x 
  3); Ranged +4 (d8 light crossbow, crit x3) Al N; SV Fort +5, Ref +2, Wil +1; Str 18, Dex 12, Con 14, Int 10, 
  Wis 10, Cha 12;  
  Skills: Listen +0, Spot +0, Jump +5, Climb +8, Ride +4, Craft Weapon +4, Speak Orcish, Speak 
  Hobgoblin;  
  Feats: Power Attack, Cleave;  
   
  19
  
   
  Possessions: chain shirt, tower shield, halberd, battleaxe, light crossbow, and 2 cp. 
   
  Common Orc Shaman, male, cleric 2 (The Bear), medium humanoid; HD 2; Hp 10; Init +1; Spd 30 ft; 
  AC 17 (+4 chain shirt, +2 Large Shield, +1 Dex); At +4 Melee (d8+1 morningstar, crit x 2); Al N; SV Fort 
  +5, Ref +1, Wil +4; Str 14, Dex 12, Con 14, Int 8, Wis 15, Cha 14;  
  Skills: Listen +4, Spot +4, Healing +6, Diplomacy +4, Speak Orc, Speak Krangi Hobgoblin;  
  Feats: Alertness;  
  Possessions: chain shirt, large wooden shield, morningstar, wooden holy symbol, and 2 cp. 
  Spells (3/3) DC=12 + spell level: 0th — detect magic, inflict minor wounds, resistance; 1st—, bane, inflict 
  light wounds, (charm person), channels positive energy. 
  Domains: Beastmaster (KPG page 149) and Renewal (KPG page 156). 
   
  Common Orc tribesman, male/female, commoner 1, medium humanoid; HD 1/2; Hp 3; Init -1; Spd 30 
  ft; AC 10 (+1 padded clothes, -1 Dex); At +2 Melee (d6+2 club); Al N; SV Fort +0, Ref +0, Wil +0; Str 14, 
  Dex 9, Con 10, Int 6, Wis 10, Cha 6;  
  Skills: Listen +0, Spot +0, Speak Orc, Speak Krangi Hobgoblin;  
  Feats: Run;  
  Possessions: broken branch for club. 
   
  Encounter 5: 
   
  Hungry Wolves (4 per contact): medium animal; HD 2; hp 13; Init +2; Spd 50 ft; AC 14 (+2 natural, +2 
  Dex); At +3 Melee (d6+1 bite); SA Trip; SQ Scent; Al N; SV Fort +5, Ref +5, Wil +1; Str 13, Dex 15, Con 
  15, Int 2, Wis 12, Cha 6;  
  Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1;  
  Feats: Weapon Finesse (bite);  
   
  Lightfoot Halflings (47): 
  Note: The halflings are fighting for their homes and families, so never surrender. They fight cooperatively, 
  wherever possible, and seek to maneuver to their best advantage. Remember to apply overbearing rules 
  here, as it is a good tactic given such numbers.  
   
  Lightfoot Halfling Villager, varies male/female, rogue 1, small demihuman, HD1, hp7, Init +3; Speed 
  20; AC 16/15 (+3 Dex, +2 Leather work clothes, Dodge +1 v. first opponent); AT +0 melee (d6 shortspear, 
  crit x3; d4 dagger, crit 19-20 x2); +4 ranged (d4 sling bullet, crit x2) SA sneak attack d6; SD +1 to saves; 
  Al N; SV Fort +3, Ref +6, Wil +1; Str 10, Dex 17, Con 15, Int 11, Wis 10, Chr 14;  
  Skills: Appraise +2, Balance +5, Climb +2, Craft Carpentry +4, Craft Weapons +1, Diplomacy +5, Escape 
  Artist +5, Hide +7, Innuendo +2, Intuit Direction +2, Listen +3, Move Silently +7, Perform +4 Storytelling, 
  dancing, Profession Farmer +2, Spot +2, Tumble +4, Rope Use +4. 
  Feats: Dodge. 
  Possessions: Dagger, shortspear, sling, leather clothes, 2 sp. 
   
  Lightfoot Halfling Village leaders, female ranger 2 /rogue 1 (3), small demihuman, HD3, hp20, Init +3; 
  Speed 20; AC 16/15 (+3 Dex, +2 Leather work clothes, Dodge +1 v. first opponent); AT +3 melee (d6+1 
  shortsword, crit 19-20/x2; d6+1 shortspear, crit x3; d4+1 dagger, crit 19-20 x2); +6 ranged (d4 sling bullet, 
  crit x2) SA sneak attack d6; SD +1 to all saves; Al N; SV Fort +5, Ref +5, Wil +1; Str 12, Dex 16, Con 14, 
  Int 12, Wis 12, Chr 14;  
  Skills: Animal Empathy +2, Appraise +3, Balance +5, Climb +2, Craft Carpentry +5, Craft Weapons +5, 
  Diplomacy +6, Escape Artist +5, Handle Animal +4, Hide +7, Innuendo +2, Intuit Direction +3, Knowledge 
  Nature +3, Listen +3, Move Silently +7, Perform +6 Storytelling, dancing, Profession Farmer +3, Spot +2, 
  Tumble +5, Rope Use +4, Wilderness Lore +7. 
  Feats: Dodge, Two-weapon combat, Track, Sneak attack. 
  Possessions: Dagger, shortsword, shortspear, sling, leather clothes, 4 gp. 
   
   
   
   
  20
  
   
  Encounter 6 and 7: 
   
  Bandits (APLs 1 & 2: use APL 2 map; APLs 3 & 4: use APL 4 map; APLs 5 & 6: use APL 6 map): 
   
  NOTE: Odd numbered APLs have half the hit points listed below, all other statistics are the same, so 
  these blocks were not reprinted. 
   
  Bandits fight aggressively and pursue PCs if practical (Judge’s call). They do not fight to the death, 
  and if the battle is going against them, retreat to await returning patrols (in 2 days, or the PCs to just leave 
  if there are no returning patrols). 
   
  Bandit member, male, warrior 1, medium various human and humanoid mix; HD 1; Hp 8; Init +1; Spd 
  30 ft; AC 17 (AC 14 Flatfooted, AC 11 touch; +4 chain shirt, +2 Large Shield, +1 Dex); At +4 Melee 
  (d10+4, halberd, crit x3; d8+3 battleaxe, crit x3); Al NE; SV Fort +5, Ref +1, Wil +0; Str 17, Dex 13, Con 
  16, Int 8, Wis 10, Cha 10;  
  Skills: Listen +0, Spot +0, Jump +5, Climb +5, Craft Weapon +0, Speaks various languages depending 
  upon mix of race, and Speaks Merchant;  
  Feats: Power Attack;  
  Possessions: chain shirt, large wooden shield, halberd, battleaxe, and 2 cp. 
   
  Bandit leaders, male, warrior 3, medium human; HD 3; Hp 24; Init +1; Spd 30 ft; AC 17 (AC 14 
  flatfooted, AC 11 touch; +4 chain shirt, +2 Large Shield, +1 Dex); At +7 Melee (d10+3, halberd, crit x3; 
  d8+2 battleaxe, crit x3); Ranged +4 (d8 light crossbow, crit x3) Al NE; SV Fort +5, Ref +2, Wil +1; Str 14, 
  Dex 12, Con 14, Int 14, Wis 12, Cha 14;  
  Skills: Listen +1, Spot +1, Jump +5, Climb +6, Ride +7, Craft Weapon +7; Speaks Hobgoblin, Brandoban, 
  and Kalamaran, and Merchant;  
  Feats: Power Attack, Cleave;  
  Possessions: chain shirt, large wooden shield, halberd, battleaxe, light crossbow, light warhorse, and 10 
  gp. 
   
  Bandit priest, male, cleric 2 (of the Creator of Strife), medium human mix with tilt to Dejy; HD 2; Hp 
  12; Init +1; Spd 30 ft; AC 17 (+4 chain shirt, +2 Large Shield, +1 Dex); At +1 Melee (d8 morningstar, crit x 
  2); Al CE; SV Fort +5, Ref +1, Wil +4; Str 10, Dex 12, Con 14, Int 12, Wis 16, Cha 14;  
  Skills: Listen +5, Spot +5, Healing +8, Diplomacy +7, Knowledge Religion +4, Perform +4, Spellcraft +6; 
  Speaks Hobgoblin, Brandoban, and Kalamaran, and Merchant;  
  Feats: Alertness;  
  Possessions: chain shirt, large wooden shield, morningstar, wooden holy symbol, light warhorse, and 20 
  gp. 
  Spells (3/3) DC=11 + spell level: 0th — detect magic, cure minor wounds, resistance; 1st—, bane, cure 
  light wounds, (protection from good), (channel negative energy). 
  Domains: Destruction and Evil (PHB page 163).  
   
  Gruthal Lelten (Bandit band chief), male, Fighter 3, medium Brandobian; HD 4; Hp 26; Init +1; Spd 20 
  ft; AC 18 (+5 Chainmail, +2 Large Shield, +1 Dex); At +6 Melee (d8+4 longsword, crit 19-20/x2); +5 
  ranged (d8+1 composite shortbow, crit x3); Al N; SV Fort +4, Ref +2, Wil +1; Str 16, Dex 12, Con 12, Int 
  11, Wis 11, Cha 15;  
  Skills: Climb +5, Craft Bowyer +3, Jump +6, Listen +0, Ride +8, Spot +0; Speaks Hobgoblin, Brandoban, 
  and Kalamaran, and Merchant; 
  Feats: Cleave, Mounted Combat, Mounted Archery, Point Blank Shot, Power Attack, Trample;  
  Possessions: chainmail, large shield, composite shortbow, longsword, medium warhorse, and 70 pp in 
  assorted coin. 
   
   
  21
  
   
  APPENDIX IV: PERSONALITIES 
   
   
  Adane Dirokan, Cleric 4/ Sorcerer 1, Human Kalamaran Female (Holder of the Black Key at The 
  Temple of Enchantment in Bet Rogala); 
   
  Medium 5’5”, blond hair, blue eyes, age 22; 
  The hierarchy’s favorite clerk, Adane is efficient, well informed, and connected. Some of her colleagues 
  refer to her as “The Arranger”. All appreciate her service. A placid, business demeanor masks a great wit. 
   
  Kamalan Baratoni, Cleric 7/ Sorcerer 2, Human Kalamaran Male (Holder of the Bronze Key at The 
  Temple of Enchantment in Bet Rogala); 
   
  Tall 6’2”, blond hair, blue eyes, age 26; 
  Friendly, soft spoken, but terse; Kamalan keeps himself over-busy, and thus is always on the run. While 
  he is never intentionally rude, his terse style can sometimes be interpreted as arrogance or offensive. 
   
  Captain Sutomic (statistics same as listed for patrol sergeants in Appendix A);  
  The Captain is neither evil, nor naturally corrupt. The Captain is attempting to hold her patrol together as 
  best she is able. With the enlargement of the Ek’Kasel military, there is not enough gold to pay all the 
  troops. Therefore, like may other patrol sergeants, Sutomic is imposing her own travel tax to assure her 
  patrol is paid. She has no patience for fools, and increase the “tax” if she receives any lip from the PCs.  
   
  Akray, Orc Male, warrior 5, (Orc Band Chief), medium humanoid; HD 5; Hp 45; Init +1; Spd 30 ft; AC 
  23/22 (+5 chain shirt +1, +7 Tower Shield, +1 Dex, +1 dodge on first attacker); At +9 Melee (d10+6, 
  halberd, crit x3; d8+5 battleaxe, crit x3); Ranged +4 (d8 light crossbow, crit x3) Al N; SV Fort +, Ref +, Wil 
  +; Str 18, Dex 12, Con 16, Int 10, Wis 10, Cha 13;  
  Skills: Listen +0, Spot +0, Jump +5, Climb +5, Ride +3, Craft Weapon +1, Speak Orcish, Speak 
  Hobgoblin, Speak Merchant;  
  Feats: Power Attack, Cleave, Dodge;  
  Possessions: chain shirt, tower shield, halberd, battleaxe, light crossbow, and 50 gp in assorted coin and 
  gems. 
   
  Akray should never be in a position to be fighting the PCs. He is organizing the retreat as is his job 
  and as necessary. However, he meets the PCs to talk, if there is assurance of no conflict during such 
  talks. 
   
  Akray primary motivation is to keep his band together and surviving, and he is attempting to do that 
  as best he is able. He is not naturally popular with the band, but the Orcs recognize him as their best 
  chance of surviving, and therefore follow his lead. 
   
  Gruthal Lelten, Human Brandobian Male (Bandit Chief); (statistics same as listed him in Appendix 
  A);  
  Gruthal is out to get what he can as fast as he can. He has been a successful leader thus far for the 
  bandit band, but the PCs may cause him trouble. He is not real imaginative, and sticks to the plan when 
  there is one. He is also the last to fight, and does so only if he perceives it necessary. 
   
  22
  
   
  APPENDIX V: EMPLOYMENT OFFER 
   
  Greetings: 
   
   
   
  Trustworthy individuals are invited to present themselves at the 
  Temple of Enchantment with His Holiness, the Holder of the Bronze 
  Key, concerning employment in a small but important matter. This 
  audience shall take place today at the forth bell. Please be prompt as his 
  Holiness is otherwise occupied immediately before and after the time set 
  aside for attending to the applicants. 
   
   
   
  May the blessings of Hokalas be with you. 
   
   
   
   
   
   
   
  Adane Dirokan 
   
   
   
   
   
   
  Holder of the Black Key  
   
   
   
   
   
   
  Clerk for the Holder of the Bronze Key 
   
  23
  
   
   
  24
  
   
   
  25
  
   
   
  26
  
   
   
  27
  After Action Report 
   
  Based on the decisions the players made during the course of this module, it will affect the actions and 
  possibilities of future modules. Please take a moment to respond to the following questions so that we 
  may better determine the course of the campaign. 
   
   
  • 
  Did the PCs accept the mission as a response to an ad for work or based on a meta-
  organization? 
   
  • 
  Did the PCs cross the Kasite border without altercation? 
  • 
  If not, did they kill any of the border guards? 
  • 
  Did the PCs peacefully interact with the Blood Nail clan? 
  • 
  Did the PCs offer the orcs safe haven in Pekal? 
  • 
  Did they give a gift to the old man? 
  • 
  Did the PCs find the halfling village? 
  • 
  Did they attack the bandit camp? 
  • 
  Did they negotiate with the bandits? 
  • 
  Did they rescue the Brandobian emissary from Cosdol? 
  • 
  Did they escort him to Bet Rogala? 
  • 
  Did a PC cast comprehend languages or attempt to Decipher Script the rubbing of the Epon 
  Stone? (If so, please supply the player’s name, email address and relevant information about the 
  character—name, race, class, etc.) 
   
  Please return this form to the Living Kingdoms of Kalamar representative at your convention or email the 
  results to joe@kenzerco.com with “The Rub AAR” in the subject line. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK09_The Rub.pdf