TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  KET7-07 
   
   
   
   
   
  Balance of Ket 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™ 
  Adventure 
   
   
  by Alan Brown & Penn Davies  
  Circle Reviewer: Tim Sech  
  Playtesters: Jeffrey Everet, Teressa Everet, Bob Hurst, Dave “DaK” Kristensen, Mike Pickett 
   
   
  Celebrate an upcoming national holiday with a meal at the Griffon’s Nest. As usual, beware of the food there, and also 
  keep in mind that treason doesn’t take a vacation. A one-round regional adventure set in Ket for characters level 1-14 
  (APLs 2-12), particularly suitable for members of The True Faith, Heroes of Azor’Alq, and Veterans of Ket. The fourth 
  and final instalment of the “Seeking Balance” series. This adventure contains spoilers for previous adventures in this 
  series; therefore players are strongly advised that for maximum enjoyment, KET7-01 Balance of Secrets, KET 7-03 
  Balance of Harmony and KET7-06 Balance of Peace should be played first. 
   
   
  Resources for this adventure [and the authors of those works] include Fiendish Codex I [Ed Stark], and Monster 
  Manual IV [Gwendolyn F. M. Kestrel]. 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D
  ® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ 
  gamemaster. 
  The 
  person 
  who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the session 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the session DM. You don’t 
  have to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information on non-
  player characters (NPCrs) and monsters appear in 
  abbreviated form in the adventure text. Refer to 
  Appendix 1 for full information on NPCrs and 
  monsters. For your convenience, Appendix 1 is split by 
  APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK adventure record 
  (AR). You need one copy of this for each participating 
  player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the adventurers participating in the adventure. To 
  calculate the Average Party Level (APL), follow the 
  process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit 
  in combat add the animal’s CR to the level of the 
  PC it is accompanying for calculating APL. 
  (Animals gained from class abilities and one 
  standard horse, warhorse, or riding dog for a PC 
  with Mounted Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  3. If you are running a table of six adventurers, add 
  one to that average. 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLs are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL 
  at which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  KET7-07 Balance of Ket 
   
  Page 2 
  
  adventure. This simulates the fact that either the PC 
  was not challenged as much as normal or relied on 
  help by higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
  These APL calculation rules are taken from Living 
  Greyhawk Campaign Standards 7.5. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure set in 
  Ket.  
  As of September 1, 2007, there is no Time Unit cost 
  to play the adventure portion of this module; 
  however, standard Time Unit costs still apply to 
  crafting, magic item creation, performing or other 
  non-adventure related activities or penalties. The 
  cost for Standard Upkeep is 12 gp for PCs whose 
  home region is Ket, or 24 gp for out-of-region 
  characters. Both Rich Upkeep and Luxury Upkeep 
  cost 75 gp regardless of home region.  
   
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until the 
  next adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer other in-game 
  penalties (or possibly gain in-game benefits) as may be 
  detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild. If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 
  20 Survival check, the character will heal temporary 
  ability damage as if he or she paid for Standard 
  Upkeep, may refill spell component pouches and 
  healer’s kits, and may restock up to 20 blunt arrows or 
  bolts if the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about lifestyle and upkeep can 
  be found in the Lifestyle and Upkeep section of 
  Chapter 3 of Living Greyhawk Campaign Standards 7.5 
   
  ADVENTURE BACKGROUND 
  THE STORY THUS FAR  
  Back during the Greyhawk Wars, the man on the 
  throne of Ket, Beygraf Zoltan, was actually a pawn of 
  Iuz the Wicked. When Zoltan was assassinated, likely 
  because his association with Iuz was discovered, he was 
  replaced by the current Beygraf, Nadaid. Nadaid’s first 
  task was to tear up all of the treaties with Iuz, throwing 
  Iuz’s plans for the Greyhawk Wars awry. Since that 
  time agents of Iuz within Ket have worked to depose 
  Nadaid and replace him with another pawn of Iuz. 
  However, Ket’s prosperity since the Greyhawk Wars 
  has brought stability and peace to the country, 
  strengthening Nadaid’s position on the throne.  
   
  Ten years ago a balor of Iuz named Morad thought 
  of a way to depose Nadaid by bringing about a wave of 
  unrest. Morad had come across a description of an 
  artifact called the Lantern of Dharmal. Apparently any 
  magical item placed in the Lantern would influence 
  those in the immediate vicinity. For example, a potion 
  of heroism placed in the Lantern would make those 
  nearby feel courageous. Morad reasoned that if he 
  placed a powerful item of chaos in the Lantern, it 
  would cause those standing near it to become chaotic. 
  As more and more people were exposed, this would 
  cause unrest and violence, setting the table for Nadaid’s 
  removal. A country riven by strife would welcome a 
  new ruler who could return the country to lawful order 
  with an iron fist. 
   
  The Lantern belonged to a temple of Xan Yae 
  monks in Polvar, but the they hid it away in the nearby 
  mountains, fearful that it might be used exactly for the 
  purpose Morad was contemplating. How Morad, 
  appearing as a human, used adventurers to recover this 
  Lantern from the cavern is described in KET7-01 
  Balance of Secrets. 
   
    As part of his cover, Morad set up a false temple 
  of Xan Yae using the equally false name “Morteza”, and 
  recruited actual monks of Xan Yae, The monks had no 
  reason to believe that both their master “Morteza” and 
  his temple were false. Morad/Morteza’s first recruit 
  was a talented woman named Najmeh, who eventually 
  become his personal assistant, although she remained 
  unaware of his real background and purpose.  
   
  In KET7-03 Balance of Harmony, Morad sent 
  Najmeh and the other monks out into Ket in the guise 
  of travelling entertainers. Although the monks knew 
  of the Lantern’s power, they innocently believed that 
  the Fist was an item of neutrality called the Stone of 
  Blessing. As they performed with the Fist of Emirikol 
  in the Lantern, the crowds who came to watch them 
  slowly turned chaotic. The results were catastrophic for 
  several small villages. As the monks travelled on, they 
  remained unaware of the trail of bloodshed and 
  violence they left behind.  
   
  Fortunately a band of adventurers managed to stop 
  the monks before the unrest became widespread, and 
  brought the monks before a Jurat (judge). Although 
  KET7-07 Balance of Ket 
   
  Page 3 
  
  Najmeh and her fellow monks had been not been 
  aware of the effect their actions had caused, they were 
  found guilty of fomenting unrest and were sentenced 
  to death. Najmeh, horrified by the suffering her 
  actions had caused, gladly welcomed her upcoming 
  execution. 
   
  However, before the monks could be questioned 
  about their master, Morad killed them except for 
  Najmeh, whom he kidnapped. 
   
  In KET7-06 Balance of Peace, Morad took Najmeh 
  to a hideout in an abandoned fort and tortured her, 
  seeking to know whether his plot had been uncovered. 
  While he determined that she had never had an 
  opportunity to talk to anyone about him, Morad 
  unwittingly revealed the essence of his plot to her—to 
  depose the Beygraf and replace him with a one of the 
  Grafs (high nobles) of Ket, who would once again work 
  with Iuz. 
   
  Najmeh was subsequently rescued by adventurers, 
  who took her to the Copper Palace to tell the Beygraf 
  of the plot against him.  
   
  GRAFS  
  There are six provinces in Ket: Lopolla, Molvar, Polvar, 
  Falwur, Nehez, and Durva. Grafs were originally 
  governors of the provinces when Ket was a fiefdom of 
  Zeif. When Ket finally gained its independence, the 
  Graf of Lopolla, Arpad, was chosen by his fellow Grafs 
  and the people to be the first Beygraf. 
   
  The other five Grafs, who came from ancient and 
  honorable families dating back to the Baklunish 
  Empire, retained their titles and their rulership over 
  their own provinces, while the Beygraf acts as both 
  ruler of Ket and of Lopolla Province. 
   
  WAITING FOR THE BLOW TO FALL 
  Due to Najmeh’s information, Beygraf Nadaid is aware 
  of a plot against him that involves one of the Grafs. 
  However, there are five Grafs, all scions of the highest 
  noble houses of Ket with illustrious lineages and 
  impeccably loyal backgrounds. Nadaid can only wait 
  for either his intelligence agents to reveal the traitor, or 
  for the traitor to reveal himself.   
   
  NAJMEH 
  Najmeh is a slim, middle-aged Baklunish woman, 
  attractive despite the jagged scar down her right 
  cheek—a reminder of her ordeal at the hands of her 
  former master.  
   
  She is a devout and humble follower of Xan Yae, 
  and originally trained as a monk of Xan Yae at a small 
  temple in Falwur Province. She was Morteza/Morad’s 
  first recruit to his fake temple in Lopolla, and she 
  eventually became his personal assistant, although she 
  was unaware of his plot against Ket until her arrest in 
  KET7-03 Balance of Harmony.  
   
  She played a central role in all previous adventures 
  in this series (KET7-01 Balance of Secrets, KET7-03 
  Balance of Harmony and KET7-06 Balance of Peace) so 
  any adventurer who played any of those adventures 
  will instantly recognize her. 
   
  She is now aware of Morad/Morteza’s treacherous 
  plot and how he used her and her fellow monks, but 
  she is totally unaware that he is actually a balor of Iuz. 
  Ironically, because of her intensive mental and 
  physical training under his leadership, Najmeh has 
  attained a high level of perfection of form, and is 
  perhaps even a match for her former master. 
   
  Now that she is staying in the Copper Palace while 
  the plot against Nadaid is investigated, she finds 
  herself attracted to him; however she realizes that a 
  lowly monk of Xan Yae is an inappropriate match for 
  the ruler of Ket  
   
  BEYGRAF NADAID 
  Nadaid was the general who engineered the stunning 
  invasion of Bissel during the Greyhawk Wars. Shortly 
  after that, the Beygraf Zoltan was assassinated, leaving 
  a power vacuum. As the country descended into civil 
  war, Nadaid put together a coalition of powerful 
  merchants, army units, the Mullahs and powerful 
  nobles and seized the throne. Although his hold on 
  power was tenuous in the early days, especially after he 
  withdrew the army from Bissel—a highly unpopular 
  move—he has always managed to balance the various 
  factions that brought him to power against each other. 
   
  This balancing act and the other demands of office 
  have always taken up all of his time, and despite the 
  advice of friends and advisors, he has resisted getting 
  married. However, since he first saw a vision of 
  Najmeh and then met her in person when she was 
  rescued and brought to the Copper Palace, he has been 
  attracted to her. However, for Najmeh’s sake, he has 
  resisted getting involved, knowing that he is the target 
  of a treasonous plot and may not survive the year. 
   
  MORAD UNMASKED 
  Although Morad appears to be an older human in his 
  mid 60’s, in actual fact he is a balor. He will only reveal 
  this if he loses his temper or else his plot to place Graf 
  Sarosh Tendulkar on the throne is threatened. 
   
  GRAF SAROSH TENDULKAR 
  Graf Sarosh Tendulkar rules Durva, the poorest 
  province of Ket—half wild forest, half impassable 
  mountains, with a thin strip of stony soil separating the 
  KET7-07 Balance of Ket 
   
  Page 4 
  
  two that is barely able to support a few hardscrabble 
  farms. Although not the richest family in Ket—there 
  are several beys (lesser nobles) who have larger 
  estates—the Tendulkars can trace their lineage back as 
  far or farther than any other family in Ket, well before 
  the fall of the Baklunish Empire. 
   
  Power comes easily to the Tendulkars--Sarosh’s 
  younger brother, Imran, was for a while the Graf of 
  Bissel while Ket held that country during the 
  Greyhawk Wars. However, Imran lost this post when 
  Nadaid withdrew Ket from Bissel rather than face the 
  army of Gran March at the end of the Wars. Strangely, 
  Imran has never harboured any resentment about his 
  loss of office, but his brother Sarosh has remained 
  bitter about what he sees as a blow to his family’s 
  prestige.  
   
  Although reasonably wealthy, Sarosh feels that 
  due to his province’s shortage of wealth and resources, 
  he lacks the political influence wielded by his fellow 
  Grafs—and he is likely correct. He also resents his 
  fellow Grafs’ large cities and fertile lands. And most of 
  all, Sarosh looks down on Nadaid, a mere army officer 
  who somehow rose to power and has remained on the 
  throne longer than many other rulers in the Baklunish 
  West despite his complete lack of noble lineage.  
   
  Morad recognized Sarosh’s resentment of Nadaid 
  and his longing for power and was able to play on it, 
  seducing Sarosh with promises of great prestige once 
  Sarosh replaces the common-born Nadaid on the 
  throne. Sarosh truly believes that Iuz will honour 
  Sarosh as a worthy equal, and that he will be invited to 
  sit on Iuz’s councils.  
   
  THE PLOT AGAINST NADAID 
  Morad’s original idea was to foment widespread unrest 
  and then choose that moment to overthrow Nadaid, 
  placing Sarosh on the throne as a champion of law and 
  civil authority. That plot was ruined when it was 
  uncovered by adventurers. 
   
  However, Morad has not given up yet. He knows 
  monumental events are about to occur in the 
  Baklunish West (not to be revealed here), and he 
  believes that if Sarosh simply takes the throne right 
  now in a coup d’etat, events outside of Ket in the next 
  short while will not only strengthen his hold on the 
  throne, but will draw Ket’s attention away from 
  Lopolla. However, time is of the essence. 
   
  Therefore Morad and Sarosh are determined to 
  strike when an opportune moment presents itself.  
   
  THE “PLUMBERS” 
  Nadaid realizes that he will be at a disadvantage if he 
  waits for the plot to unfold against him. Therefore he 
  has formed a small council of investigators to try to 
  uncover the plot first.  
   
  The council consists of five people from four 
  different 
  intelligence 
  organizations—army 
  intelligence, 
  the 
  Black 
  Scorpions 
  (Thresher 
  intelligence), 
  the 
  Archons 
  (magical 
  crime 
  investigation), and the Brotherhood of Sorcery 
  (Chaotic information systems)—as well as Emir Zulir, 
  a highly intelligent diplomat and a close friend of the 
  Beygraf’s. 
   
  In an attempt to keep anyone from realizing there 
  is an investigation under way, the cover story for the 
  creation of the council and the large amount of 
  paperwork that is flowing their way is that they are 
  investigating whether to integrate the various Ket 
  intelligence organizations into one unit. Word of this 
  has reached the street, and has generated a lot of low-
  level resentment within the various organizations. 
  Members of the intelligence community derisively call 
  the council “the plumbers”, likening them to dishonest 
  contractors who try to fix something that isn’t broken.  
   
  Using this cover story to their advantage, the 
  council has asked each intelligence service for reports 
  from around the country. Each service, believing it 
  needs to prove its worth as a stand-alone organization, 
  has responded with much high quality data. However, 
  this is generating a huge number of reports, and the 
  council members and their aides spend much of their 
  time looking for patterns. 
   
  Suspecting that Lopolla is probably where the 
  attempt on Nadaid’s life will take place, since this is 
  where he spends most of his time, the council has 
  asked the Threshers in Lopolla to report any unusual 
  crimes 
  and 
  events 
  to 
  them, 
  hopefully 
  with 
  eyewitnesses. The Threshers have taken this task to 
  heart, again believing that they can prove their worth, 
  and willingly deliver several city residents each day to 
  the council with stories of lost keys, kumis (fermented 
  mare’s milk) mysteriously turned sour, and missing 
  cats.  
   
  OATH DAY 
  Four centuries ago, the Keoish army was finally driven 
  from Ket, and the leader of the resistance, Arpad, Graf 
  of Lopolla, was chosen to become the first Beygraf of 
  the newly independent country. It was on the 8
  th day of 
  Ready’reat (November) that the other Grafs knelt and 
  swore oaths of fealty to him.  
   
  Since that time, Ready’reat 8 has become known as 
  Oath 
  Day. 
  It 
  is 
  customary 
  for 
  all 
  servants/employees/schoolchildren to make a short 
  pro 
  forma 
  oath 
  of 
  loyalty to their master/ 
  employer/teacher and present a small gift. In return, 
  KET7-07 Balance of Ket 
   
  Page 5 
  
  the 
  master/employer/teacher 
  gives 
  the 
  servant/employer/schoolchildren the rest of the day 
  off. In other words, for most of the population, it is an 
  excuse for a holiday. 
   
  However, for the nobles, this is a very serious day, 
  and their presence in the capital city of Lopolla is 
  required. On Oath Day, the beys swear an oath of 
  loyalty to the Graf who rules their province. In turn, 
  the Grafs swear an oath of fealty to the Beygraf.  
   
  Because of business schedules, travel, military 
  service, etc., it is not unusual for several of the beys to 
  be unavailable, and it is perfectly acceptable to send the 
  absent bey’s heir to make the oath of fealty to the graf. 
   
  However, Grafs are another matter. Although 
  nothing in law says they have to be there in person, 
  honour demands their attendance. There are stories of 
  Grafs struggling from their sickbeds in order to swear 
  their fealty to the Beygraf, and then falling over dead. 
  Such are the demands of honour.     
   
   
  QASHARI 
  Qashari are mining slaves, people who have been 
  convicted of a major crime such as murder of a Citizen 
  or mistreatment of a horse. After being sentenced to 
  the mines for anywhere from a few months to life, a 
  qashar is branded on the right cheek, stripped of 
  Citizenship and sent to the copper mines. Life is hard 
  in the mines and accidents are frequent. Even if a 
  qashar survives his or her time in the mines, the return 
  to society is often just as hard or harder than the mines. 
  The ex-qashar’s branded cheek—for it is illegal to 
  remove the scar—marks them as dishonorable, a 
  terrible crime in a society that holds honour above all 
  else. The ex-qashar, often suffering from disabilities 
  due to mining accidents, must survive on the outskirts 
  of society with no prospect of a job and the very real 
  prospect of a very short and bitter life. 
   
  WEATHER 
  It is late autumn. The adventure starts on the 6
  th day of 
  Ready’reat (November), two days before Oath Day. The 
  weather is unseasonably cold. The sky will be overcast 
  for the entire adventure, and the moons will not be 
  visible at night. 
   
  ADVENTURE SUMMARY 
   
  Synopsis: A band of adventurers finds evidence 
  that a blow will be struck against the Beygraf very 
  shortly. At the Beygraf’s suggestion, they visit the five 
  Grafs to spread some disinformation, then set up a trap 
  and wait for the traitor to step forward. 
   
  1: Tavern Combat encounter. The adventurers are 
  just about to enjoy some dinner when they find their 
  food has been poisoned. Fighting the would-be 
  assassins produces an address where the killers were to 
  be paid. After the attack, Threshers request their 
  presence at a meeting with a special council. 
   
  2: The Plumbers Roleplaying encounter. A 
  council of Archons, Thorns and Black Scorpions ask 
  for details of this attack on the adventurers. They ask 
  the adventurers to gather more information by going 
  to collect the assassins’ gold in disguise.  
   
  3: Ten Pieces of Gold Combat encounter. Morad 
  is the man with the gold. A pair of thugs has already 
  arrived for their payment after completing a task for 
  him. Morad sets the thugs and the adventurers against 
  each other before he leaves the winner to get the gold. 
   
  4: Back to the Council Roleplaying encounter. 
  The adventurers return to the council. They provide 
  some crucial information and are asked to continue to 
  play a part.  
   
  5: Copper Palace Conference Roleplaying 
  encounter. The adventurers and the council meet with 
  the Beygraf and Najmeh. It is decided that Morad will 
  move against Nadaid sometime in the next day. The 
  adventurers are asked to go to each Graf and request 
  that each one refrain from coming to a small temple 
  where Nadaid will be praying tonight, in the hopes of 
  drawing out the traitor who will naturally take that as 
  their opportunity. 
   
  6: 
  Heralds 
  Roleplaying 
  encounter. 
  The 
  adventurer’s visit each of the five Grafs and pass along 
  their message, as well as try to figure out which one is 
  the traitor. 
   
  7: In the Temple Roleplaying encounter. The 
  Beygraf assigns Archons, Thorns and Black Scorpions 
  to guard the exterior of the temple, but asks the 
  adventurers and Najmeh to guard the interior. Within 
  certain guidelines, they can set up a defense any way 
  they want. 
   
  8: The Graf Cometh Combat encounter. Graf 
  Sarosh and Morad enter the temple via a secret passage 
  leading into the Tendulkar private chapel. Najmeh 
  takes on Morad while the adventurers take on the bad 
  guys. The Beygraf shows up in time to keep Sarosh 
  occupied.  
   
  Conclusion Sarosh is tried for treason and 
  executed. His heir gives the Oath of Fealty to Nadaid. 
  The adventurers are publicly honoured by the Beygraf. 
  Or, alternately, things go badly and the army has to 
  clean up the mess. 
   
   
  KET7-07 Balance of Ket 
   
  Page 6 
  
  PREPARATION FOR PLAY 
  As with any LG adventure, the DM should ascertain all 
  of the following before the adventure: 
  • 
  Is anyone crafting magic items? A MIC must 
  be completed before the adventure begins. 
  • 
  Does anyone have any non-class-related 
  animals? If the DM feels these will be a 
  significant factor in combat, the animal’s CR 
  should be added to the owner’s level for 
  purposes of calculating APL 
  • 
  Does any adventurer have game effects such as 
  curses, lycanthropy or play bonuses?  
  • 
  Ask to see all spell lists. 
  • 
  Will anyone be using out-of-game bonuses 
  (Campaign cards, buttons or tokens) and if so, 
  which ones? 
  • 
  Check adventurers’ lifestyle and upkeep. 
  • 
  Does anyone have an outstanding Lawbreaker 
  status (formerly Warrant of Ket)? 
  In addition, this adventure will also require the 
  following information: 
   
  • Has any PC received the AR reward Thanks of 
  the Beygraf from KET7-06 Balance of Peace? 
  They will be targeted by the assassins in 
  Encounter 1, and will also be recognized by the 
  Beygraf. (Any player who is a member of the 
  Beygraf’s Retinue from KET4-07 The Darkeye 
  Hour will also be recognized by the Beygraf.)  
  If any PCs have Thanks of the Beygraf, the DM 
  should make a list of the PCs’ names, since these names 
  will be mentioned several times in various encounters. 
  • Have the PCs played:  
  o KET4-04 Water the Meadows or KET6-06 
  The Patriot’s Post? They will recognize and 
  be recognized by Emir Zulir 
  o KET5-06 Lesser Children or KET7-02 5
  th 
  Name? They will recognize and be 
  recognized by Shahaf al’Su, Chief Enforcer 
  of the Archons 
  o KET5-07 Lifting the Latch or KET7-03 
  Closing the Deal? They will recognize and 
  be recognized by Siroq ibn Hassan of the 
  Brotherhood of Sorcery. 
  o KET7-05 Like Bees to Honey? They will 
  recognize and be recognized by Captain 
  Valencia of the Black Scorpions. 
  o KET7-01 Balance of Secrets, KET7-01 
  Balance of Harmony or KET7-06 Balance of 
  Peace? They will recognize and be warmly 
  greeted by Najmeh. 
  • If a player has NOT played the three previous 
  adventures in the series, warn them that this 
  adventure contains spoilers, and may make 
  playing any of those previous adventures 
  difficult. 
  • Ket Metaorganizations: Does anyone belong to 
  the True Faith, Clergy of Mouqol or the 
  Veterans of Ket? These players will have 
  opportunities to earn special AR rewards. 
   
   
  1: TAVERN  
  In this encounter, anyone who earned the AR reward 
  Thanks of the Beygraf from KET7-06 Balance of Peace 
  is targeted by assassins who have been hired by Morad. 
  If no one in the party earned that reward, randomly 
  choose a person in the party to be the “victim” targeted 
  by the assassins. The “victim” has been misidentified by 
  the assassins as a person named either “Azad” (if the 
  “victim” is male) or “Azara” (if the “victim” is female)—
  Azad/Azara being an adventurer who rescued Najmeh 
  and returned her to the Beygraf, thus earning Morad’s 
  ire.  
   
  The assassins are well aware of Ketite law, but are 
  former qashari (mining convicts) and with nothing to 
  lose, they will strike for lethal damage, attempting to 
  kill their target(s) and thus escape detection. 
   
  Morad has never seen the adventurers who 
  invaded his hideout, but he knows their names and 
  races, so has given a general description to the 
  assassins. 
   
  Setting 
  The adventure starts at the Griffon’s Nest, a tavern just 
  outside the walls of Lopolla. Because they are outside 
  the walls of the city, the adventurers are able to wear 
  their habitual arms and armor.  
   
  It is the 6
  th day of Ready’reat (November), two days 
  before the national holiday called Oath Day. (The DM 
  can use the information that common people would 
  know about Oath Day from Background Adventure—
  people make a quick promise to be faithful to their 
  employer or school teacher, and give that person a 
  small inexpensive gift. In return, the person gives 
  them the day off. Most common people know that it is 
  related to the crowning of the first Beygraf, Arpad of 
  Lopolla. Common people would also know that there’s 
  some ceremony at the Copper Palace involving the 
  nobility.)  
   
  The weather has been cold, grey, and windy. It is 
  just after 6 o’clock in the evening. (If the players want 
  to do any shopping in Lopolla, have them complete it 
  before this encounter, assuming they shopped in the 
  city earlier in the day). 
   
  KET7-07 Balance of Ket 
   
  Page 7 
  
  Even in the busy life of the adventurer, there is 
  often time for a good meal. Unfortunately, it won’t 
  be tonight. Although the ale at the Griffon’s Nest is 
  quite good, the food would make a behir gag. 
  Wisely, you only ordered soup and bread, knowing 
  that at least the bread was made at a nearby bakery 
  and is therefore edible.  
   
  You re-read the note that brought you here. All 
  it says is ‘I have a job for you. Six o’clock at the 
  Griffon’s Nest.’ It is now quarter after the hour and 
  no one has approached you.  
   
  Oath Day is only two days away, and you idly 
  wonder if you can justify taking it as a holiday if 
  you don’t have anyone to swear an oath to.  
   
  As you see someone emerging from the 
  kitchen with your food on a platter, a large 
  hobgoblin mercenary whom you have never seen 
  before slaps your table and bares his fangs.  
   
  “IT’S TIME FOR A DRINK!” he yells. From his 
  breath and staggering gait, it is clear that his time 
  for a drink arrived several hours ago. As your tray of 
  food arrives, the hobgoblin grabs a bowl of soup 
  and sucks it down with one gulp. The hobgoblin 
  licks his lips and throws the bowl away. “NOT 
  BAD!” he bellows. Everyone in the tavern stops and 
  stares at the person apparently enjoying Griffon’s 
  Nest food.  
   
  A funny look crosses the hobgoblin’s face, then 
  he grabs his belly and falls to the ground. 
   
  The man, who brought you the food curses, 
  drops the tray of food and races back to the kitchen. 
   
  See DM Map: Griffon’s Nest Tavern.  
   
  If anyone wants to stop the person who dropped 
  the tray of food, roll initiative. The server’s action on 
  his initiative is to get through the kitchen door if 
  possible, run into the open pantry immediately across 
  from the door ad close the door, giving him complete 
  concealment, before the adventurers follow him 
  through the door. (He does not attempt to Hide, since 
  he doesn’t think he will have time to do it properly.) 
   
  A DC 15 Heal check on the hobgoblin reveals that 
  he has been poisoned and is dead.  
    
  The soup that hit the floor when the tray was 
  dropped is spilled all over the floor and cannot easily 
  be tested for poison. If someone attempts to taste some 
  by dipping their fingertips in a puddle, there is no 
  danger for the adventurers, since it takes at least two or 
  three spoonfuls to have any affect. The droplets of soup 
  taste awful, but this is not due to the presence of the 
  poison. The soup always tastes awful.  
   
  Whether or not the adventurers immediately head 
  to the kitchen: 
   
  There is a scream from the kitchen door. A serving 
  girl backs away from the door slowly, drops her 
  tray, holds her head and screams again.  
   
  “Dead! They’re dead!” she cries, and then falls 
  to the ground in a faint. 
   
  If initiative has been rolled, this read aloud text 
  happens immediately after the “waiter’s turn. The girl 
  is lying 10’ from the kitchen door. A DC 15 Heal check 
  reveals that the girl has fainted from shock. She wakes 
  up in 30 seconds (5 rounds) and starts babbling about 
  bodies and blood. 
   
  The kitchen door is a windowless two-way 
  swinging door. It does not take an action to go through 
  it as long as the person pushes the door rather than 
  pulls it. If someone is on the other side of the door, the 
  door will not open unless the person trying to move 
  through the doorway pulls it towards himself (which 
  takes a standard action) or bullrushes the door and the 
  person on the other side of the door. 
   
  The assassins, other than the “waiter”, are hiding 
  in the kitchen, having taken 10 to their Hide check. If 
  the “waiter” made it back to the kitchen, he is in the 
  pantry with the door closed, and has done a quick Hide 
  (i.e. did not take 10).  
   
  Assuming the adventurers want to investigate the 
  kitchen, have them walk through the door one at a 
  time, and read this as the first walks through the door: 
   
  Your attention is immediately drawn to the floor 
  where two men in long white aprons and chef’s 
  caps lie in pools of blood. Murder is a heinous deed 
  in lawful Ket. On the positive side, these men will 
  never cook again.  
   
  As each adventurer walks through the door, give him 
  or her, a Spot check versus the assassins’ Hide. 
   
  If at least one adventurer in the party has 
  Thanks of the Beygraf 
   
  If at least one person in the party has the AR 
  reward Thanks of the Beygraf from KET7-06 Balance 
  of Peace, the assassins wait in hiding until the first 
  adventurer with Thanks of the Beygraf enters the 
  kitchen or until the assassins are Spotted by someone 
  first. 
   
  Assassins are not Spotted: If the assassins are not 
  Spotted as each adventurer enters the kitchen, the 
  assassins wait until someone with Thanks of the 
  Beygraf enters. Then one of the assassins yells “That’s 
  him [or her]!” and they all attack. Everyone in the party 
  is surprised. The assassins attempt to concentrate their 
  attacks on the adventurer with Thanks of the Beygraf. 
  KET7-07 Balance of Ket 
   
  Page 8 
  
  If anyone else with Thanks of the Beygraf enters the 
  room, one of the assassins yells “There’s another one!” 
  and at least one assassin attempts to attack the 
  adventurer on the assassin’s next turn, if it is possible 
  to do so without giving any opponent an AoO. This 
  happens every time another adventurer with Thanks 
  of the Beygraf enters the kitchen. 
   
  Assassins are Spotted: If an adventurer spots the 
  assassins, the assassins attack immediately. In this case, 
  roll initiative and everyone except the person who 
  successfully Spotted the assassins is surprised. Once 
  combat starts, if an adventurer with Thanks of the 
  Beygraf enters the kitchen, one of the assassins yells 
  “That’s him [or her]!” and at least one assassin attempts 
  to attack the adventurer on his next turn if it is possible 
  to do so without giving any opponent an AoO. This 
  happens whenever another adventurer with Thanks of 
  the Beygraf enters the room 
   
   
  If nobody in the party has Thanks of the 
  Beygraf 
   
  If nobody in the party has the AR reward Thanks 
  of the Beygraf from KET7-06 Balance of Peace, choose 
  a member of the party at random to be the “victim”. 
  The assassins have been paid to kill someone named 
  Azad (male) or Azara (female) and have misidentified 
  the “victim” as their target. The assassins wait in hiding 
  until the “victim” enters the kitchen or until the 
  assassins are spotted by someone first. Otherwise, 
  continue as above. 
   
  APL 2 (EL 5) 
   
  Armeen, Bondo, Caspar, Davood: Rogue 1; hp 8; 
  see Appendix 1  
   
  APL 4 (EL 7) 
   
  Armeen, Bondo, Caspar, Davood: Rogue 3; hp 
  20; see Appendix 1 
   
  APL 6 (EL 9) 
   
  Armeen, Bondo, Caspar, Davood: Rogue 5; hp 
  32; see Appendix 1 
   
  APL 8 (EL 11) 
   
  Armeen, 
  Bondo, 
  Caspar, 
  Davood: 
  Rogue 
  5/Assassin 2/Shadowdancer 1; hp 51; see Appendix 1 
   
  APL 10 (EL 13) 
   
  Armeen, 
  Bondo, 
  Caspar, 
  Davood: 
  Rogue 
  5/Assassin 4/Shadowdanceer 1; hp 63; see Appendix 1 
   
  APL 12 (EL 15) 
   
  Armeen, 
  Bondo, 
  Caspar, 
  Davood: 
  Rogue 
  5/Assassin 7/Shadowdancer 1; hp 81+13 temp; see 
  Appendix 1 
   
  Description 
  The assassins are a motley crew of Baklunish humans, 
  dressed in poor clothing, going about hooded even 
  indoors. If their hoods are drawn back, all of them have 
  a scar branded on their right cheek, marking them as 
  former qashari (mining convicts.)  
   
  Tactics: The assassins in hiding will concentrate on 
  the adventurer(s) with Thanks of the Beygraf (or the 
  “victim”, if no one in the party has that reward.) They 
  have worked together before, and will use flank 
  whenever possible. As former qashari, they have 
  nothing to lose and strike for lethal damage.  
   
  The “waiter” hiding in the pantry will wait until he 
  hears a shout of “There he is!” before emerging. If the 
  other assassins are in trouble and their target has not 
  come into the kitchen, they will call for him to emerge 
  and help. 
   
  If they succeed in taking all their target(s) down, 
  they make certain the targets are dead and then 
  immediately flee. If half of the assassins are taken 
  down, then the rest flee. If fleeing, each assassin takes 
  whichever exit is closer, splitting up if necessary. 
   
  If all the assassins but one are taken down, the last 
  assassin will surrender (if he survives until his turn). 
   
  As qashari, they are not Citizens, and have little 
  protection under the law (see Appendix 3: Ket Laws). 
   
   
  THRESHERS APPEAR (FINALLY) 
   
  Threshers are quite used to fights at the Griffon’s 
  Nest. Half a squad charges up the alley towards the 
  kitchen door, and the other half bursts through the 
  door from the street into the common room. If the 
  assassins flee and the adventurers fail to stop them, the 
  assassins are arrested by Threshers.  
   
  If the adventurers take all the assassins down or 
  force the last one to surrender, or if the assassins fled 
  successfully, Threshers immediately burst through 
  both kitchen doors at the same time and yell for 
  everyone to put down their weapons and surrender.  
   
  If assassins are alive, they immediately comply. If 
  the adventurers refuse, the Threshers give them one 
  more opportunity. At this point, the serving girl who 
  fainted comes in and quickly tells the Threshers that 
  the adventurers were sitting at their table in the 
  common room when she discovered the cooks’ bodies, 
  and came to help her. The Threshers are used to 
  KET7-07 Balance of Ket 
   
  Page 9 
  
  quickly sorting out who is at fault with the help of 
  tavern staff, and become a lot less suspicious when she 
  says this. They lower their weapons and start asking 
  questions.  
   
  Assassins survived: When it becomes obvious 
  that the assassins are former qashari, poisoned a 
  hobgoblin, attempted to poison the adventurers, and 
  also used lethal force against them, the Threshers 
  ruthlessly interrogate any surviving assassins. If any 
  adventurers ask to assist and have any Influence with 
  the military, mullahs or Beygraf (or is a member of a 
  relevant metaorg), the Threshers allow them to help 
  with questioning. (This does not burn the Influence 
  Point.)  
   
  Any assassin questioned claims he and his buddies 
  were being paid to kill [names of adventurers with 
  Thanks of the Beygraf]. The man who hired them 
  only had names and rough descriptions of the targets 
  (the man said “I am told he is a large half-orc, etc”). The 
  man told the assassins that the targets would be at the 
  Griffon’s Nest at six o’clock tonight, and gave them 
  some powder to slip into the target’s food. If the 
  powder didn’t work, they were to use other means to 
  kill them. The assassin doesn’t know his employer’s 
  name (“tall, thin, old dude”), he only knows the address 
  where he met the man, which is also where he is to go 
  to get paid. He shows whoever is questioning him a 
  grubby scrap of paper with an address and “10 
  greatshields, before Oath Day” written on it in 
  Common. (A greatshield is a Ketite gold coin. Oath 
  Day is the day after tomorrow.) 
   
  If no one in the party has Thanks of the Beygraf, 
  the assassin tells the same story, but points at the 
  “victim”, and calls him “Azad” [or if adventurer is 
  female, “Azara”].  The assassin says he was given the 
  name Azad/Azara and a description matching the 
  adventurer’s and was told he or she would be at the 
  Griffon’s Nest tavern at this time. If asked to provide 
  the description, the assassin gives a description that 
  matches the “victim” except for one mistake of the 
  DM’s choosing—for instance, wrong eye colour—
  making it almost certain to be a case of mistaken 
  identity. 
   
  Assassins all died or are left unconscious: The 
  Threshers ruthlessly search the bodies and find all of 
  them have a brand on their right cheek indicating they 
  were former qashari. They also find a dirty scrap of 
  paper with an address, and the notation “10 
  greatshields, before Oath Day” written in Common. [A 
  greatshield is a Ketite gold coin. Oath Day is the day 
  after tomorrow.] 
   
  If any of the adventurers think to compare the 
  note they received with this scrap of paper, the 
  handwriting looks sort of similar. A DC 12 Forgery 
  check will confirm that the handwriting is the same. 
   
  If adventurers dealt lethal damage to assassins 
  If the adventurers dealt lethal damage to the assassins, 
  the Threshers are rather more lenient than usual. Not 
  only are the assassins former qashari, but the Griffon’s 
  Nest cooks are dead, which puts the Threshers in a 
  very good mood. The worst sentence the adventurers 
  could normally get is 10 weeks in the stocks for lethal 
  assault against non-persons, and since this was clearly a 
  case of self-defense, the Threshers waive all charges. 
  They do warn the adventurers that this is an 
  exceptional set of circumstances just because they’re in 
  a good mood, so don’t make it a habit. 
   
  DEVELOPMENT  
  The Threshers confer with each other for a few 
  minutes, comparing notes. Then the senior officer, a 
  sergeant, asks you to accompany his corporal to meet 
  with some people. If the adventurers ask why, the 
  sergeant shrugs and says that the Threshers are 
  sending information about all unusual occurrences in 
  and around the city to the “plumbers”. If asked who the 
  plumbers are, he replies that they’re a bunch of stupid 
  bureaucrats who are trying to amalgamate some of 
  Ket’s various intelligence services. They’re called 
  plumbers because they’re like a dishonest contractor 
  who offers to fix something that isn’t broken. 
   
  This event qualifies as unusual because of the use 
  of poison, the premeditated attempt at murder, and the 
  hobgoblin enjoying food in the Griffon’s Nest. 
   
   
  If the adventurers refuse to go along with the 
  corporal to the meeting, the sergeant will not force the 
  issue, and releases the adventurers. However the 
  adventure is over. 
   
  If the adventurers agree to go with the corporal, 
  proceed to 2: Council. 
   
  Treasure 
   
  APL 2: Loot: 19 gp; Total 19 gp. 
   
  APL 4: Loot: 19 gp; Total 19 gp. 
   
  APL 6: Loot: 19 gp; Total 19 gp. 
   
  APL 8: Loot: 20 gp; Total 20 gp. 
   
  APL 10: Loot: 20 gp; Total 20 gp. 
   
  APL 12: Loot: 20 gp; Total 20 gp. 
   
  2: THE PLUMBERS 
  The corporal leads the party to the nearest city gate. 
  Every adventurer is required to hand over weapons and 
  armor with the exception of saps, daggers and staves. 
  Mullahs of the True Faith may also keep one falchion. 
  KET7-07 Balance of Ket 
   
  Page 10 
  
  The corporal is carefully watching the adventurers to 
  make sure they do so.  
   
  If any adventurer wishes to smuggle a weapon 
  into the city, it is a Sleight of Hand versus the Spot 
  checks of the corporal and the two guards at the gate. If 
  the adventurer is caught, he or she is immediately 
  hustled off to the nearest Thresher Station—only a few 
  steps away—where the adventurer is summarily 
  convicted and thrown in the stocks for 10 TUs (no 
  mitigating circumstances allowed) and is removed 
  from this adventure. The DM should warn the player 
  of the possible consequences before the player decides 
  to take this course of action. 
   
  Once through the city gates, the corporal takes 
  them through the city to a government building near 
  the Copper Palace. He shows them into a waiting room 
  and waits with them. The room, like every government 
  waiting room in Ket, has several utilitarian looking 
  chairs, a table, a glass carafe of tea and several mugs. 
  Several minutes after they arrive, a Thresher emerges 
  from the room with a young man, his right arm in a 
  sling. They disappear out the street exit, and the 
  adventurers wait another ten minutes. 
   
  Finally an efficient –looking woman steps out and 
  confers in low tones with the Thresher corporal for a 
  few minutes. He hands her the note taken from the 
  assassins, and she then goes back inside. 
   
  If any adventurer expresses an interest in the 
  conversation the woman is having with the Thresher, 
  it is a DC 15 Listen check to overhear them. The 
  woman asks the Thresher who they are and what their 
  story is. The corporal gives her the highlights—
  poisoned hobgoblin, dead cooks, paid assassins, targets 
  were these guys, etc.—and as he hands her the 
  envelope, he tells her this is a note found on one of the 
  killers.  
   
  A few minutes later, the woman reappears and 
  ushers all of the adventurers except the Thresher 
  corporal into the room. 
   
   
  The room is quite large, and despite the late 
  hour, quite busy. Directly in front of you, six men 
  and women sit around a conference table covered 
  with papers, reading or making notes. Behind 
  them, in the rear half of the room, a dozen other 
  people sit at desks, dealing with huge stacks of 
  paper and dozens of scrolls. The woman who 
  showed you into the room sits down at a nearby 
  desk and prepares to take notes of the meeting. 
   
  A friendly-looking dwarven woman sitting at 
  the table waves you to seats while she reads a piece 
  of paper. She finally looks up and smiles. 
   
  “My name is Rekah Granitefist, and I am 
  chairing a special council that is looking into 
  unusual occurrences happening around the city. I 
  understand you’ve had a bit of an adventure 
  tonight. Could you describe what happened?” 
   
   
  Although the people sitting at desks in the back 
  half of the room wear ordinary clothes, five of the six 
  men and women sitting around the table are dressed in 
  distinctive robes or uniforms. It is a DC 10 Knowledge 
  (Local-VTF) [automatic for Ket Citizens and residents] 
  to recognize what organizations they are from:  
  • 
  a Black Scorpion (Thresher intelligence), 
  female 
  • 
  a heavy-set Archon with silk robes that have a 
  pattern of deep blue waves, male 
  • 
  the  dwarven woman is also an Archon, 
  although her robes are white 
  • 
  a captain of Kaman (light cavalry), female 
  • 
  a member of the Brotherhood of Sorcery, 
  male 
   
  The sixth person, a man, is dressed in expensive pastel 
  silk clothes that have the earmarks of nobility. 
   
  A DC 18 Knowledge (Local-VTF) check [automatic 
  for 
  anyone 
  belonging 
  to 
  the 
  Archons 
  metaorganization] reveals that Rekah Granitefist is the 
  recently promoted head mage of the Archons (the very 
  powerful and influential society of wizards in Ket) and 
  the other Archon belongs to the Su Raste, a division of 
  the Archons often involved in investigation of magical 
  crimes in Ket.   
   
  If the adventurers ask be introduced to the other 
  people at the table, Rekah gladly obliges, introducing 
  her fellow Council members as: 
  • 
  Captain Valencia of the Black Scorpions. 
  • 
  Shahaf al’Su, Chief Enforcer of the Archons 
  • 
  Rekah Granitefist, head mage of the Archons 
  • 
  Captain Saba of army intelligence 
  • 
  Siroq of the Brotherhood of Sorcery 
  • 
  Emir Zulir, a high noble of the Copper Palace 
  court 
   
  See Preparation for Play for details of which 
  adventures some of the NPCs have appeared in. 
   
  After listening to the adventurers’ story of what 
  happened at the Griffon’s Nest, the Council asks 
  several questions (if the adventurers have not covered 
  these points): 
  • 
  Have you ever met the hobgoblin before? 
  • 
  Was the hobgoblin unconscious or dead? 
  • 
  If he was unconscious, was it because he was 
  simply drunk?   
  • 
  Have you ever met any of the men who tried 
  to kill you? 
  KET7-07 Balance of Ket 
   
  Page 11 
  
  • 
  What were the killers’ tactics? Were they 
  trying to kill everyone, or were they more 
  interested in certain members of the party? 
  • 
   “Have you ever done any special service for 
  the Beygraf?” [Anyone who is a member of 
  the Beygraf’s Retinue (KET4-07 The Darkeye 
  Hour) or has the Favor of the Beygraf 
  (KET7-06 Balance of Peace) should answer 
  yes.] If the answer is yes, all the members of 
  the council look up from their note-taking 
  with interest. Rekah asks for details. If the 
  adventurer who answers mentions the names 
  Najmeh or Morteza, all the council members 
  will show extreme interest i.e. setting down 
  pens, leaning forward, etc. [If adventurers 
  with the rewards mentioned above do not 
  speak up, the woman who is taking notes will 
  take a piece of paper over the Rekah and point 
  to some things on the paper. As the woman 
  heads back to her desk, Rekah will smile and 
  tell the adventurer(s) that according to their 
  records, 
  the 
  adventurer(s) 
  was/were 
  personally rewarded by the Beygraf for 
  services 
  rendered, 
  and 
  would 
  the 
  adventurer(s) please give the details of how 
  that occurred.] 
  • 
  Rekah Granitefist specifically asks, “Are you 
  sure the cooks at the Griffon’s Nest were 
  dead?” If the answer is affirmative, she asks, 
  “Do you think this will mean an improvement 
  in the food there?” 
  • 
  Could we see the note that brought the party 
  to the Griffon’s Nest? (If the adventurers give 
  it to Rekah, she examines it closely, 
  comparing it to a scrap of paper in front of 
  her, then passes it on to the other members of 
  the council. The last person to handle the 
  note, the Su Archon, takes both pieces of 
  paper to another man seated at a desk near the 
  back of the room and confers with him for a 
  few minutes.) 
  • 
  Were all of the killers ex-qashari (mining 
  convicts)? 
   
  After the questioning is finished, the Council asks the 
  adventurers to wait in the antechamber while they 
  discuss a few details.  While they are in the waiting 
  room, another Thresher arrives with a man and a 
  woman, who silently take seats. The man and the 
  woman, merchants by their clothes, look nervous. If 
  the adventurers try to start a conversation with them, 
  they will smile politely but say nothing and look down 
  at the floor. After fifteen minutes, the adventurers are 
  ushered back into the room. 
   
  The dwarven Archon Rekah Granitefist beams at 
  you.  
   
  “Thank you again for all your help. What 
  you’ve told us may be a part of a larger pattern, or it 
  might just be a loose and random thread. 
   
  “From the similarity of the writing on your 
  note and the note taken from your would-be killers, 
  we suspect someone tried to set you up.” 
   
  If at least one person has Thanks of the Beygraf, add 
  this: 
  “It also seems possible that those of you who 
  recently helped the Beygraf might have been the 
  targets of the killers because of your actions.” 
   
  Continue for everyone: 
   
  “We don’t know if this is part of a pattern we 
  are looking for. What we need are more details. 
  Facts.  Particulars. Specifics. Would you be 
  interested in helping us with one task tonight? 
  Unfortunately we can’t offer you anything in 
  payment except the opportunity to do what you do 
  best—go into a dangerous place and come out 
  alive.” 
   
  If the adventurers demand payment, Rekah will point 
  out that although she can’t offer them a monetary 
  reward, the adventurers will possibly be doing a great 
  favor for Ket, and even if what they discover is 
  worthless, the adventurers have the personal thanks of 
  the very powerful and influential people now sitting at 
  the council table. If the adventurers still refuse to work 
  for free, Rekah’s smile slips somewhat as she dismisses 
  them. The adventure is over. 
   
  If the adventurers agree to this task, Rekah 
  continues:    
   
  “We would like you to go to this address in place of 
  the killers. Find out who has ordered your deaths 
  and bring that information back to us. 
   
  “We realize that you do not resemble your 
  killers. However, we may have a way around that. 
  Shahaf?” She turns to the heavy-set Archon in the 
  deep blue robes. He in turn gestures to a man 
  seated in the back half of the room, who 
  immediately scurries forward carrying a large 
  wicker box, which he opens revealing a large 
  number of small vials, brushes, cloths and the like. 
  “Rameen here is skilled at disguise, and will help 
  you look… different from your normal appearance. 
  We will supply garb similar to that described as 
  KET7-07 Balance of Ket 
   
  Page 12 
  
  well. Go to the Thresher Station where the [bodies 
  of if they are dead] ex-qashari are being held. Choose 
  one of them to disguise yourselves as. If there aren’t 
  enough of them to go around, disguise yourself as 
  someone else and claim to be a friend who’s coming 
  along to make sure there’s no double-cross.” He 
  smiles. “I suspect that whoever hired them didn’t 
  look too closely. If any of you are skilled, you are 
  welcome to assist Rameen, of course.” 
   
  Rameen has a +15 Disguise skill. He is willing to assist 
  or be assisted by any characters. 
  If the adventurers ask if they can retrieve their 
  weapons and armor, the answer is no. If they point out 
  that the assassins were armed so they should be too, 
  Rekah advises them to say that they had to throw their 
  weapons away when the Threshers came into the 
  tavern. 
   
  DEVELOPMENT 
  Assuming the adventurers agree to this plan, they are 
  each taken to the Thresher Station near the Market 
  Gate, where they have an opportunity to see the ex-
  qashari again and create their disguises with the help 
  of Rameen. Move to 3: Ten Pieces of Gold 
   
  3: TEN PIECES OF GOLD 
  In this encounter, the idea is to finally meet Morad, get 
  a description of him, and learn his name. However, 
  Morad must leave unharmed in order to show up again 
  in 8: The Graf Cometh. The thugs have been placed 
  between the adventurers and Morad as a mechanism 
  that will hopefully allow him to leave. If the party 
  comes up with something that would seriously stop 
  him from escaping, he’ll reveal himself and then leave 
  by mundane means (for example, by flying), giving the 
  PCs extra info on what he is. Use the information from 
  8: The Graf Cometh as a guideline. 
   
  The city neighborhood you find yourself in is 
  squalid 
  by 
  Ketite 
  standards. 
  The 
  carelessly 
  constructed 
  multi-storey 
  shacks 
  are 
  jumbled 
  together willy-nilly. Windows and doors are dark 
  holes where occasional furtive movement can be 
  seen. 
   
  A heavily armed Thresher patrol stops and 
  looks you over suspiciously as you pass by. 
  Apparently satisfied that a bunch of ex-qashari pose 
  no threat, they move on.   
   
  You reach the address that was on the piece of 
  paper. A large half-orc stands in the doorway. His 
  right hand is out of sight behind the doorframe, but 
  it seems likely he is concealing an illegal weapon. 
  He looks you over and grunts. 
   
  “What?” 
   
  The bouncer listens to their explanation without 
  interest, then holds out his hand. If the adventurers 
  put money in his hand, he pockets it, then says 
  “Thanks for the contribution. Let me see the note.” 
   
  If the adventurers start a fight here rather than 
  give him the note, Morad hears the fight upstairs and 
  leaves. No need to do the combat, the adventure is 
  over. 
   
  If the adventurers give the half-orc the note with 
  the address, he looks it over, grunts again, hands it 
  back and waves them into the room. 
   
   
  THE MEETING 
  The room (see DM Map: Hovel) already has a pair of 
  thugs. They are listening to someone who is on the 
  other side of the room.  
   
  As you step into the room, you find yourself 
  standing behind a pair of thugs that got there 
  before you. As you look over the heads of the thugs, 
  you see an older man, possibly in his fifties or 
  sixties, slim and erect, reasonably handsome, with 
  grey hair and wearing dark, well-fitting clothes. 
  However, it is his eyes that capture your interest—
  cold pale blue eyes that seem to see everything 
  going on in the room. He is accompanied by several 
  men openly wearing illegal armor and weapons. A 
  rickety table holding a small pile of gold coins is in 
  the centre of the room. 
   
  He looks at you with interest. “Ahh, I was 
  wondering if you would be coming back. I 
  understand the Threshers entered the Griffon’s 
  Nest at a dead run because of some disturbance. 
  How did you complete your assignment and get 
  away? Or perhaps I should ask if you got away, how 
  did you complete your assignment?” 
   
  If the party tries to bull their way to the front of the 
  crowd, the thugs refuse to give way and start to push 
  back. The man at the front immediately orders 
  everyone to stand in one place if they want to get paid, 
  and then repeats his question to the adventurers. If the 
  adventurers still attempt to move forward, melee 
  breaks out with the thugs, and the man and his guards 
  slip into the next room. Go to Thug Fight below. 
   
  If the adventurers try to cast a spell on the man or 
  fire a weapon, roll initiative and go to Thug Fight 
  below. 
  KET7-07 Balance of Ket 
   
  Page 13 
  
   
  If the adventurers ask what he’s talking about, the 
  man smiles as if he was talking to a 4-year-old and very 
  clearly asks, “Did you kill [name(s) of adventurers with 
  Thanks of the Beygraf, or Azad/Azara]?” 
   
  If the adventurers answer his question with an 
  explanation of how they got away from the tavern, the 
  man listens with interest. At the end of the 
  explanation, he asks if the assassins know for sure that 
  [adventurers with Thanks of the Beygraf, or 
  Azad/Azara] is/are dead.  
   
  If the adventurers reply that the people they were 
  assigned to kill are dead: 
   
  The man smiles at this news, although the smile 
  somehow never reaches his pale blue eyes, which 
  remain as cold as pieces of ice.  
   
  “Excellent news, my friends. You have disposed 
  of some people who have upset my plans in the 
  past. If not for them…” He pauses for a moment, 
  then shrugs. “Well, they won’t be upsetting my 
  plans this time.” He gives you a mock salute and 
  indicates the small pile of money on the table. “So, 
  friends, there is your ten greatshields for a job well 
  done.” 
   
  One of the thugs steps forward. “Hey Morad,” 
  he growls. “What about us? We did your dirty work 
  for you tonight too. And we did our assignment 
  pronto, we didn’t waste a lot of time and then stop 
  for a drink like these qashari scum.” 
   
  The man with the pale blue eyes points at the 
  table again. “Indeed, well done. I appreciate your 
  efforts on my behalf. Your payment is on the table 
  as well.” He turns towards an open doorway behind 
  him, but the thug stops him with a shout. 
   
  “Hey Morad, You promised us ten greatshields, 
  and you promised those guys over there ten 
  greatshields too. That means there oughta be… 
  uhhh… ten plus ten is… uhhh… there oughta be 
  twenty greatshields. But there’s only ten here.” 
   
  The man named Morad turns back and regards 
  the thug thoughtfully. “Then I suppose you should 
  decide amongst yourselves which group gets the 
  money.”  
   
  As he steps through the doorway, the thugs 
  turn as one and attack you. 
   
  Roll initiative.  
   
  APL 2 (EL 2) 
   
  Ebi and Farshad: Barbarian 1; hp 14, 14; see 
  Appendix 1  
   
  APL 4 (EL 4) 
   
  Ebi and Farshad: Barbarian 2; hp 23, 23 (27, 27 
  raging); see Appendix 1 
   
  APL 6 (EL 6) 
   
  Ebi and Farshad: Barbarian 4; hp 41, 41 (49, 49 
  raging); see Appendix 1 
   
  APL 8 (EL 8) 
   
  Ebi and Farshad: Barbarian 6; hp 59, 59 (71, 71 
  raging); see Appendix 1 
   
  APL 10 (EL 10) 
   
  Ebi and Farshad: Barbarian 8; hp 77, 77 (93, 93 
  raging); see Appendix 1 
   
  APL 12 (EL 12) 
   
  Ebi and Farshad: Barbarian 10; hp 95, 95 (115, 115 
  raging); see Appendix 1 
   
  THUG FIGHT 
  Morad’s actions 
  Morad is amused to so easily start a fight between what 
  he sees as two parties of low-life scum. If initiative 
  starts after he moves, then he is in the next room with 
  his guards and teleports away on his turn. If he has not 
  moved when initiative is rolled, he moves into the next 
  room with his guards on his turn and teleports away. If 
  a spell has been cast on him that prevents this, then try 
  to get him out of the building and into the maze of 
  alleys where he can get away. It is important that he be 
  allowed to escape so that he can show up again in 8: 
  The Graf Cometh. As a last resort if nothing else works 
  he’ll use his demonic abilities to escape, see Monster 
  Manual page 40 under Demon, Balor. 
   
  The bouncer 
  The half orc bouncer wants no part of this fight for a 
  measly 10 gold pieces and simply leaves. 
   
  Diplomacy  
  If an adventurer wishes to try to try a Diplomacy check 
  to end combat, it can be attempted on the adventurer’s 
  turn (10 has already been added to the following DCs 
  due to the rushed check):  
   
  DC 30 changes thugs’ attitude from Hostile to 
  Unfriendly  
   
  DC 35 changes their attitude to Indifferent 
   
  DC 45 changes their attitude to Friendly 
   
  DC 60 changes their attitude to Helpful 
  Add another 10 to these DCs if either thug has taken 
  damage (non-lethal or lethal) by the time the 
  KET7-07 Balance of Ket 
   
  Page 14 
  
  adventurer attempts this check. Succeeding at any of 
  the DCs will stop the combat, but with different 
  results. 
   
  Unfriendly (Mislead, watch suspiciously, insult): 
  The thugs will refuse to talk if the adventurers seek any 
  information about the man who left. The thugs will 
  insult the adventurers as qashari scum and make it 
  clear that the only thing they are interested in is the 10 
  greatshields on the table. If the adventurers allow them 
  to have it, the thugs leave without any further 
  conversation. If the adventurers refuse to let the thugs 
  have the money, or try to move to more strategic 
  positions while they are talking, or if they take 
  offensive action—bard starts singing, spellcaster starts 
  casting, anyone loads a crossbow or bow or draws a 
  weapon, etc. the thugs go back to being Hostile and 
  start the combat again.  
   
  Indifferent (Socially expected interaction): The 
  thugs grudgingly give up two pieces of information 
  they know about the man if they get the 10 gp. If the 
  adventurers refuse to give them the money, the thugs 
  try to negotiate for half and give up one piece of 
  information. If this fails, the thugs return to Hostile 
  and the combat starts again. 
   
  Friendly (Chat, advise, offer limited help): The 
  thugs willingly give up three pieces of information 
  about the man, and negotiate for half of the gold. If the 
  adventurers refuse, the thugs try to gamble for it, 
  offering to dice double or nothing for the 10 gp. If they 
  lose, the thugs willingly leave without it. 
   
  Helpful (Protect, back up): The thugs give the 
  adventurers the 10 gp and willingly offer up all the info 
  they know about the man. They offer to do this over a 
  drink at the nearest bar, and they will buy. 
   
  Returning to Hostile: At any time if the 
  adventurers take hostile action again, the thugs’ 
  attitude will revert to Hostile, and a second Diplomacy 
  check will automatically fail. 
   
  Information 
  the 
  thugs 
  provide: 
  This 
  information is listed in descending order of 
  importance. Depending on their attitude, the thugs 
  will grudgingly give up anywhere from a single piece 
  of information from the top of the list or spill the 
  entire list over drinks. 
  • 
  The man’s name is Morad 
  • 
  The job he ordered them to do had to be done 
  tonight, tomorrow night at the latest. When 
  asked why, Morad had replied, “So you can 
  take Oath Day off, of course.” (The thugs will 
  refuse to tell the adventurers what their 
  assignment 
  was—even 
  an 
  ex-qashari’s 
  testimony is accepted in a jurat’s courtroom.) 
  Magical compulsion or mind-reading will 
  reveal information that they have killed a 
  halfling woman named Olya Silvermug, a 
  cook at the Broken Kettle tavern in Lopolla. 
  • 
  Although he seems physically incapable of 
  combat and does not openly carry any 
  weapons, Morad has an air of dangerous 
  menace that makes the hair on the thugs’ 
  arms stand on end. 
  • 
  Morad seems to have powerful backing, 
  either somewhere in the government or 
  possibly a powerful patron. 
   
  Revealing themselves: If any of the adventurers 
  reveal, either verbally or through actions, that they are 
  disguised and not actually qashari, the thugs’ attitude 
  immediately drops by one category because they 
  dislike being lied to. 
   
  Combat and aftermath 
  If the adventurers do not try to diplomacise, or try and 
  fail, the thugs fight until they are both dead or 
  unconscious. 
   
  The adventurers may attempt to Intimidate any 
  survivors into talking, versus the thugs’ Sense Motive. 
  If the adventurers succeed at this check, the thugs 
  reveal one piece of info from the list above, plus an 
  extra piece of info for every 5 points difference 
  between the Intimidate and Sense Motive checks. 
   
  If the adventurers look in the room where Morad 
  disappeared, it is a small, windowless, bare room. There 
  is one door, barred from the inside, which opens onto 
  an alleyway. (The door is not barred if Morad was 
  unable to teleport away—his guards unbarred it, and 
  everyone ran out into the maze of alleys behind the 
  hovel.) If anyone casts detect magic on the room, they 
  sense a fading aura of conjuration (teleportation). (If 
  Morad did not teleport, then there is no aura.) 
   
  Searching the bodies of the thugs nets nothing 
  more than a few copper pieces and another scrap of 
  paper. It is written in Common, in the same 
  handwriting as both the note that brought the 
  adventurers to the Griffon’s Nest and the note they 
  took from the assassins. It reads, “Broken Kettle. 
  Ready’reat 7 or sooner”. A DC 15 Knowledge (Local-
  VTF) [+5 bonus for a resident of Ket] reveals that the 
  Broken Kettle is a tavern in Lopolla. Making DC 20 on 
  this check means the adventurer knows that the 
  Broken Kettle has a Halfling clientele. 
   
  BROKEN KETTLE 
  If the adventurers go to the Broken Kettle, they find 
  the lights out and a hastily written sign in Common on 
  the door that says “Closed”. Another sign beside it says 
  in Common “Wanted: Cook. Must be able to work in 
  KET7-07 Balance of Ket 
   
  Page 15 
  
  short environment.” Nobody responds to knocks. All 
  the doors are locked. If the adventurers look through 
  the windows (or break in), it is empty and dark. 
  Everything is scaled to Small size i.e. the ceilings are 
  only 5 ft high, etc. Nothing is out of place, it just looks 
  like the tavern is closed for some reason.  
   
  Treasure: 
   
  APL 2: Coin: 2 gp; Loot: 21 gp; Total 23 gp. 
   
  APL 4: Coin: 2 gp; Loot: 71 gp; Total 73 gp. 
   
  APL 6: Coin: 2 gp; Loot: 18 gp; Magic 386 gp; 2 +1 
  scimitars (193 gp each); Total 406 gp. 
   
  APL 8: Coin: 2 gp; Magic 786 gp; 2 +1 chain shirts 
  (104 gp each), 2 +1 heavy wooden shields (96 gp each), 
  2 +1 scimitars (193 gp each); Total 788 gp. 
   
  APL 10: Coin: 2 gp; Magic 1286 gp; 2 +2 chain 
  shirts (354 gp each), 2 +1 heavy wooden shields (96 gp 
  each), 2 +1 scimitars (193 gp each); Total 1288 gp. 
   
  APL 8: Coin: 2 gp; Magic 2452 gp; 2 +2 chain 
  shirts (354 gp each), 2 +2 heavy wooden shields (346 gp 
  each), 2 +1 scimitars (193 gp each), 2 gauntlets of ogre 
  power (333 gp each); Total 2454 gp. 
   
  DEVELOPMENT 
  Assuming the adventurers head back to the council 
  with their information, go to 4: Back to the Council. 
   
   
  4: BACK TO THE COUNCIL 
  It is almost midnight when you make it back to the 
  anonymous 
  government 
  building 
  but 
  many 
  windows are still showing light. As you enter the 
  waiting room, the efficient looking woman opens 
  the door to the main council room and bids you 
  enter. 
   
  At this time of the night, the only people in the 
  room are the six council members. They look up 
  from their sheaves of papers, glad for the 
  interruption. 
   
  Rekah Granitefist claps her hands. “Aha, just 
  what we need, a bit of distraction from these mind-
  numbing reports. Tell us what you discovered! Did 
  you meet the man who ordered your deaths?” 
   
  The council members listen to several of these verbal 
  reports every day. They try to pay attention to the 
  adventurers but it is late at night, and they do so with 
  little enthusiasm. Valencia, (female captain, Black 
  Scorpions), doodles aimlessly on a piece of paper. 
  Captain Saba (female captain, military intelligence) 
  leans back in her chair and closes her eyes.  
   
  When the adventurers finish describing events, if 
  they have missed any of the following points, the DM 
  should try to elicit the information by having a council 
  member ask a follow-up question as indicated. 
   
   
  Physical 
  description 
  of 
  Morad: 
  If 
  the 
  adventurers mention the description of the man, 
  (older, tall slim, good fitting clothes) Valencia stops 
  doodling, although she doesn’t look up. If the 
  adventurers 
  mention 
  something 
  about 
  Morad’s 
  unusually pale blue eyes, she throws down her pen and 
  starts looking through papers in front of her, even as 
  the adventurers keep talking. She gets up, walks over 
  to a nearby desk and starts looking through papers on 
  that desk, finally finding something she is looking for. 
  She comes back and starts reading the report, oblivious 
  to what the adventurers are saying. [If the adventurers 
  fail to mention Morad’s physical description, Captain 
  Valencia asks them for a description of Morad in a 
  routine tone of voice as she doodles, then goes through 
  the above routine as they describe him. If they only 
  provide a partial description, she will ask them for 
  further details—height, age, unusual characteristics, 
  getting progressively more interested as above as the 
  adventurers provide more details.] 
   
   
  What the other thugs did: If the adventurers 
  mention that the other thugs were also being paid for a 
  dirty deed done that night, possibly murder, or if they 
  mention the contents of the note they found on the 
  thugs, Saba opens her eyes sharply, sits up and starts to 
  go through reports on her desk. She finds what she is 
  looking for and reads intensely as the adventurers 
  continue their story. [If the adventurers fail to mention 
  the thugs or the note, Rekah Granitefist will ask them 
  if anyone else was present. When they mention the 
  thugs, Rekah will ask why the thugs were there. If the 
  adventurers mention being paid for a dirty deed, Saba 
  becomes very interested and asks what kind of deed 
  the thugs may have done. If murder or the note is 
  mentioned, Saba carries on as mentioned above.] 
   
  Supplementary question: Saba looks up from her 
  report (which was received from the Threshers only an 
  hour ago) and asks if they have ever been to the Broken 
  Kettle, a tavern mainly frequented by halflings in the 
  Souk District of Lopolla. Regardless of their answer, 
  she will ask them if they have heard of a halfling 
  woman named Olya Silvermug, who was a cook at the 
  tavern. [Olya appeared in KET7-06 Balance of Peace. 
  She was a dishonest tavern owner in the town of 
  Amarat who was paid to keep an eye open for strangers. 
  The DM can remind players who played this adventure 
  of this detail, since any adventurer who took part in 
  that adventurer should remember Olya.] If the 
  adventurers reply “yes” and ask why, Saba will inform 
  KET7-07 Balance of Ket 
   
  Page 16 
  
  them that Olya was murdered tonight in Lopolla—
  scimitars appear to have been the weapon used. 
   
   
  Where did Morad go? If the adventurers 
  mention that Morad disappeared very quickly, both 
  Shahaf (Archons) and Siroq (Brotherhood of Sorcery) 
  will look mildly interested. They will ask if Morad and 
  his guards could have simply snuck out of the house. If 
  the adventurers mention that the outside door was 
  barred from the inside, and there was no other exit, 
  Shahaf and Siroq start to look very interested. If one of 
  the adventurers can report that a detect magic revealed 
  a fading aura of conjuration (teleportation), Shahaf and 
  Siroq start a long, whispered conference about spell 
  levels and abilities. [If the adventurers don’t talk about 
  Morad’s exit, Zulir (diplomat) will ask them how 
  Morad left, and if they attempted to follow him. If the 
  adventurers then talk about escaping from a locked 
  room with no trace, Shahaf and Siroq react as above.] 
   
  Putting it all together 
  The adventurers’ report seems to have energized the 
  council. While they were acting distracted and tired at 
  the start, they are now going through notes, throwing 
  questions at the adventurers about seemingly 
  unrelated matters—what do they normally eat at the 
  Griffon’s Nest, where was their last adventure, do they 
  know any nobles of Ket personally—and conferring 
  with each other. 
   
  Finally, Rekah calls them back to order and 
  consults the notes she has put together. 
   
   
  “We may—and I emphasize, we MAY—have 
  something here.” The rest of the council nods 
  assent. She looks at you, and no trace of her 
  habitual smile can be seen.  
   
  “Let me explain a bit more about us. The 
  Beygraf himself called us together, supposedly to 
  consider the viability of integrating the various 
  intelligence services in Ket—military intelligence, 
  the Archons, the Black Scorpions, and so on—into 
  one unit. The people in those intelligence services 
  call us “the plumbers” because they think we are 
  just like a dishonest contractor—offering to repair 
  something that isn’t broken. In fact, that is only our 
  cover story. The real reason we exist is to sift 
  through the various intelligence reports, looking 
  for a very specific plot against the Beygraf, one that 
  only came to light a short time ago.  
   
  “Your work tonight has been valuable, and we 
  believe we now know a bit more about the plot. But 
  it is one thing to find the trap, it is another thing to 
  disable it. 
   
  “All of you have proved your worth tonight. 
  Now I will ask if you are willing to continue down 
  this road. It will be dangerous—far more dangerous 
  than the assassins and thugs you faced tonight. But 
  if we are successful at disabling this trap, I am sure 
  you will be both financially rewarded and publicly 
  honoured. Will you come with us?” 
   
  If the adventurers refuse to continue, Rekah nods her 
  understanding, and the party is ushered from the 
  room. Go to Conclusion. 
   
  If the adventurers accept, the councillors arise, 
  bundle up against the cold windy night, and walk with 
  the adventurers through the dark and silent streets to 
  the Copper Palace. 
   
  5: COPPER PALACE 
  CONFERENCE 
  As you approach the palace gates, bundled against 
  the cold north winds of Ready’reat, the unfortunate 
  guards assigned to the graveyard shift are not happy 
  to see you. However, the attitude of the guards 
  suddenly turns cooperative, despite the late hour, 
  when Emir Zulir and Rekah Granitefist step 
  forward and identify themselves. Soon you are 
  being escorted along a lamplit hallway by a Thorn, a 
  member of the Beygraf’s personal bodyguard. He 
  brings you to a large conference room, and invites 
  you all to have seats around a long table. A moment 
  later, servants appear with hot drinks to drive the 
  last of the chills away.  
   
  As you savour your drink, a slim woman in iris-
  coloured silk slips into the room. A thin jagged scar 
  crosses her right cheek. 
   
  This is Najmeh. If any adventurers were in KET7-01 
  Balance of Secrets or KET7-03 Balance of Harmony, or 
  have the AR reward Rescued but not Thanks of the 
  Beygraf from KET7-06 Balance of Peace, she recognizes 
  them and greets them politely. If any adventurers have 
  Thanks of the Beygraf, she greets them warmly and 
  gives them a hug. “Thank you again for your bravery,” 
  she whispers to them. “I owe you a debt that I cannot 
  repay.”  
   
  If no adventurers recognize her, Emir Zulir rises 
  and greets her warmly, then introduces her to the 
  party. 
       
   
  Before the adventurers have time to ask Najmeh 
  any questions, the doors of the conference room swing 
  open and the Thorns standing outside stamp to 
  attention. The councillors and Najmeh rise as one and 
  bow deeply as His Illustrious Glory Nadaid, Beygraf of 
  KET7-07 Balance of Ket 
   
  Page 17 
  
  Ket and Shield of the Faith, strides into the room in 
  garishly patterned silk pyjamas and bathrobe. He 
  yawns and scratches his beard, then waves for everyone 
  to sit down as he slumps into a chair. A servant hastens 
  to give him a warm drink, which he sips appreciatively 
  as he looks around the table. 
   
  Each adventurer can make two Sense Motive 
  checks, one for Najmeh, one for Nadaid. Making a DC 
  20 for either of them reveals that each is attracted to 
  the other, although each does not know the other is 
  attracted to them. 
   
  “My council of plumbers has finally found 
  something, I think. No other reason to wake me up 
  at this hour of the night.” 
   
  Emir Zulir stands and indicates you. “Your 
  Glory, may I introduce…” 
   
  If any adventurers are members of the Beygraf’s 
  Retinue, or have Rescued or Thanks of the Beygraf:  
   
  Nadaid interrupts Emir Zulir. “I already know 
  [names of adventurers he has met before]”. 
   
  If some but not all of the of the adventurers have never 
  met the Beygraf, Nadaid continues 
  “But introduce me to these ones, I have not met 
  them before.” 
   
  If no adventurer in the party has met the Beygraf 
  before, Emir Zulir introduces them all to the Beygraf. 
   
  Continue for everyone: 
   
  Finished with introductions, the emir sits and 
  Shahaf, Chief Enforcer of the Archons, stands. 
  “Your Glory, these people have been the central 
  reason why tonight we have finally been able to 
  pull together many disparate threads and for the 
  first time and weave a recognizable pattern. First, 
  you must hear their story in their own words.” He 
  turns to you and beckons for you to rise. 
   
  The adventurers have an opportunity to tell of their 
  adventures tonight. When they are finished: 
   
   
  Rekah Granitefist rises and thanks you. Nadaid 
  shrugs. “Perhaps it is too late at night,” he says with 
  a yawn, “but I confess, I don’t see a pattern. A good 
  story, but no pattern.”  
   
  Rekah checks off items on her fingers. “Item 
  one, a monk named Najmeh is tricked into plotting 
  against Ket by the master of her temple, Morteza, 
  and is later kidnapped by him. Najmeh, in your 
  interview with us a few weeks ago, you described 
  Morteza as a tall slender, older man with pale blue 
  eyes who can cast spells.”  
   
  Najmeh nods, her body still but her eyes 
  burning with flame.  
   
  Rekah continues. “However, the Archons 
  cannot find a man matching his description on 
  their list of licensed spellcasters in Ket. 
   
  “Item two, a halfling woman named Olya 
  Silvermug, who was paid to watch for strangers 
  outside the fortress where Najmeh was being held, 
  was killed tonight, likely by a band of thugs hired 
  by a tall, slim older man with pale blue eyes.” 
   
  Najmeh’s hands on the table slowly clench into 
  fists and she bows her head. “So he is in the city,” 
  she whispers. 
   
  If at least one adventurer has Thanks of the Beygraf:  
   
  “Item three, the people who rescued Najmeh 
  and delivered her to the Beygraf are targeted by 
  assassins tonight. The assassins are hired by a tall 
  slim older man with pale blue eyes.” 
   
  Or if no adventurers have Thanks of the Beygraf: 
   
   “Item three, one of these adventurers is 
  apparently targeted by assassins after being 
  misidentified as [Azad/Azara], one of the people 
  who rescued Najmeh and delivered her to the 
  Beygraf. The assassins are hired by a tall slim older 
  man with pale blue eyes.” 
   
   
  If Morad escaped from the house tonight via teleport: 
   
  “Item four, the man named Morad is probably a 
  spellcaster powerful enough to cast teleport or 
  some similar spell.” 
   
  Continue on for everyone: 
   
  “Item five, a note found on the assassins refers 
  to something—likely killing these adventurers—
  that must to be done before Oath Day, which is the 
  8
  th day of Ready’reat.”  
   
  Read this if the adventurers discovered a note on the 
  thugs: 
   
  “Another other note found on the thugs who 
  likely 
  murdered 
  the 
  halfling 
  woman 
  Olya 
  Silvermug refers to something that must be done 
  by the 7
  th day of Ready’reat—the day before Oath 
  Day.” 
   
  Continue on for everyone: 
   
  “Item six, the man Najmeh knew as Morteza, 
  likely the same man who is apparently called 
  Morad now, was overheard by Najmeh saying, ‘The 
  KET7-07 Balance of Ket 
   
  Page 18 
  
  time approaches when we shall change your title 
  from Graf to Beygraf.’  
   
  “In summary, Your Glory, this is the pattern we 
  discern. The man called Morad or Morteza started 
  the wave of unrest in northern Ket this past 
  summer in order to place one of the five Grafs of 
  Ket on your throne. He is in Lopolla, getting rid of 
  all the people who got in his way before. He is 
  trying to finish his dirty work before Oath Day. Not 
  only is he in Lopolla, but tomorrow, the day before 
  Oath Day, all of the Grafs of Ket will also gather in 
  Lopolla.  
   
  “Although the pattern is not complete, and we 
  have had to guess at some of the missing parts, we 
  believe Morad will strike at you sometime 
  tomorrow, the day before Oath Day, then place his 
  chosen Graf on the throne. On Oath Day, the other 
  Grafs will either be forced to swear fealty to the 
  new Beygraf or risk civil war.” 
   
   
  Emir Zulir clears his throat gently, a 
  diplomat’s way of entering a conversation. 
   
  “May I point out that that it is now after 
  midnight, and the date has changed. TODAY is the 
  day before Oath Day, and if we are right, Morad and 
  the traitor will be looking for an opportunity to 
  strike sometime today.” 
   
  At this point, the Beygraf invites the adventurers to 
  share their thoughts. He will point out that there are 
  five Grafs of Ket. All of them have long and noble 
  lineages, as well as a long history of loyalty to the 
  throne. How can they uncover the traitor? 
   
  Allow the adventurers to put forward any ideas 
  they may have, and have the council and the Beygraf 
  consider them closely. If the adventurers come up with 
  the idea of setting trap for the traitors, blend that into 
  the plan below and credit the adventurers with being 
  authors of the core idea.  
   
  Otherwise, Captains Valencia and Saba, who have 
  been conversing in a corner, will come forward with a 
  plan. 
   
  The Captains’ Plan 
  Valencia and Saba will suggest that rather than waiting 
  for Morad and the traitor to attack, that they try to 
  draw them into a trap. It is customary the day before 
  Oath Day for a herald from the Palace to go to each 
  Graf and ask if they will be swearing fealty to the 
  Beygraf the next day. This shouldn’t take long, since all 
  of the Grafs’ official residences in Lopolla are within a 
  one-block radius of each other, all centred around the 
  ancient Temple of the Restorer.  
   
  In addition, the herald can let drop the tidbit that 
  the Beygraf will be praying alone in the temple all 
  night. This should work to draw the traitors into the 
  open. The Thorns, the Threshers and the Archons will 
  coordinate setting up an ambush around the outside 
  the temple, in order to intercept the traitors when they 
  appear. 
   
  The Beygraf likes this idea, and asks who should 
  act as the herald to go to each of the grafs. If the 
  adventurers don’t immediately volunteer, Rekah 
  Granitefist will point out that the adventurers have 
  already proven their worth as undercover operatives 
  tonight, and perhaps they would take on this 
  challenge. 
   
  If the adventurers refuse the opportunity, the 
  adventure is over. Go to Conclusion. 
   
  If they accept the challenge: 
   
  Everyone rises as Nadaid stands, marking the end 
  of the meeting. “I will have you shown to rooms in 
  the Palace so you can get some sleep,” he tells 
  everyone. “Enjoy your rest—it may be the last time 
  any of us sleeps within these walls.” 
   
  Go to 6: Heralds. 
   
  6: HERALDS 
  The adventurers are awoken after eight hours of sleep, 
  given breakfast, and ushered into a room with the 
  Beygraf, Captain Valencia of the Black Scorpions and a 
  man dressed in white who is introduced as 
  Nabudaracara, the Herald of Ket., who will acquaint 
  the adventurers the basics of the job: 
  • 
  Heralds are considered to be neutral parties. 
  They can carry no weapons and wear no 
  armor whatsoever. They ride under a white 
  flag of truce, and their heraldry is plain white. 
  A herald must be allowed to pass unhindered 
  and unharmed, and this right is recognized 
  even in evil countries, since their heralds are 
  also accorded the same rights.  
  • 
  Due to their neutrality, heralds will only 
  make announcements or carry messages of a 
  non-political or non-factional nature.  
  All of the adventurers are given white clothes to wear, 
  and told to lay aside all weapons-- even staves, saps and 
  daggers. Once they are prepared, Nabudaracara 
  describes the order of the ceremony at each household.  
  • 
  One of the escorting Threshers knocks on the 
  door.  
  KET7-07 Balance of Ket 
   
  Page 19 
  
  • 
  A servant of the household opens the door 
  and the Thresher announces that the Herald 
  of Ket must speak with the Graf in residence.  
  • 
  The Herald and his entourage are ushered 
  into a room where the Graf and his family 
  await. 
  • 
  The Herald asks the following:  “In the name 
  of His Illustrious Glory, Nadaid, Beygraf of 
  Ket and Shield of the Faith, I do charge thee 
  on thy Honor, noble Graf, to attend on His 
  Illustrious Glory tomorrow at the Copper 
  Palace, thereby to swear fealty.” The Graf 
  replies, “I swear on my Honor that I will 
  attend.” 
  • 
  The Herald gives his second message: 
  “Further I have been charged to tell thee that 
  in these dark and dangerous times that the 
  Beygraf this very night at the Temple of the 
  Restorer will be keeping solitary prayer vigil, 
  seeking guidance from the Restorer of 
  Righteousness. Therefore the temple is 
  forbidden to all from sunset until sunrise.”  
  The Graf will give some sign that he 
  understands this message. 
  • 
  The Graf thanks the Herald for his service, 
  and invites the Herald and his entourage to 
  partake of refreshments for the coming 
  journey.  
  • 
  The Herald accepts, and stays for 10 or 15 
  minutes—no longer than it takes to drink a 
  glass of wine or bosq (fermented yarpick 
  root). 
  • 
  The Herald then excuses himself and his 
  entourage, for other matters of state call, and 
  the Graf gives him leave to depart. 
   
  Nabudaracara answers any questions the adventurers 
  may have, and then with a low bow for the Beygraf, 
  takes his leave. 
   
  Valencia of the Black Scorpions then points out 
  that although there is only a small chance of 
  discovering anything significant, the small talk over a 
  glass of wine would be a good time to try slip in some 
  questions in the hope of uncovering a hint of treason, 
  if this can be done in a subtle way. 
   
  Valencia gives them the list of Grafs and tells them 
  they can visit the Grafs in any order.  
   
  • 
  Alvaro Aldeen of Molvar 
  • 
  Jabraiel Vayaspara of Polvar  
  • 
  Nushadar Kiaresh of Falwur  
  • 
  Sarosh Tendulkar of Durva  
  • 
  Touraj Mutamin of Nehez 
   
  They are accompanied by a guard of Threshers, 
  enabling Valencia to go with them and give them a 
  brief summary of each Graf as they approach the 
  household. 
   
  All of the adventurers are dressed as heralds, 
  therefore any one of them can be the Herald at any 
  household—they can take turns or have one person do 
  it over and over again, this decision can be left to the 
  adventurers. However, Valencia will advise that it may 
  be wise to have a human, halfling or dwarf act as the 
  herald at certain of the households, which she outlines 
  in her summary of information. 
   
   
  Asking questions: The key to getting answers 
  during refreshments is making sure the graf’s attitude 
  is as friendly as possible. A Graf that is Unfriendly will 
  not answer any questions. A Graf that is Indifferent 
  will answer one or two questions. A Graf that is 
  Friendly will answer as many as the adventurers can 
  think of. 
   
  A graf’s attitude can be improved with a standard 
  successful Diplomacy check: 
   
  Unfriendly to Indifferent: DC 15 
   
  Unfriendly to Friendly: DC 25 
   
  Indifferent to Friendly: DC 15 
  Only one check is allowed. If the adventurer making 
  the check also acted as Herald in this household, add a 
  circumstance bonus of +2 to the roll. 
   
  However, even if the graf’s attitude is Friendly, the 
  adventurers must ask the question that would result in 
  this information being forthcoming. In other words, 
  the Graf will not spill his entire life story if an 
  adventurer asks how life is treating him. On the other 
  hand, if questions are too unsubtle —“My lord, would 
  you consider overthrowing the Beygraf if given the 
  opportunity?”—refreshments are likely to come to an 
  abrupt end. The DM should try to walk the fine line 
  between giving the adventurers all the information for 
  nothing, and giving them nothing. 
   
  Of course, the Grafs are seasoned politicians, and 
  some, much or all of what they say may be lies, or at 
  least pitched to put them in the best possible light. 
   
  Detect evil: If anyone attempts to detect evil 
  when in the presence of the Grafs and their families, 
  only two people have an aura of evil—Graf Touraj 
  Mutamin of Nehez, and Jamal Kiaresh, one of the twin 
  sons of Graf Nushadar Kiaresh of Falwur. 
   
   
  VISITING THE GRAFS 
  Due to game time constraints, it is suggested that the 
  DM skip the formal parts of the visits—announcing 
  the Herald etc., and just move from one reception to 
  the next in the order the PCs wish, concentrating on 
  KET7-07 Balance of Ket 
   
  Page 20 
  
  whether the PCs are able to glean any insights into the 
  Grafs. 
   
  Alvaro Aldeen of Molvar 
  Valencia passes on this info before they knock on the 
  door: 
  • 
  The military tradition runs deep in the 
  Aldeens and all but a few of their sons have 
  served in the military as back as anyone can 
  remember.  
  • 
  For generations, the Aldeens ruled from the 
  Red Tower, the original fortification built to 
  defend the southern end of the Griffonstrike 
  Pass. (The Red Tower still stands in the centre 
  of Molvar.) However, during an expansion of 
  the Red Tower about a decade ago, the 
  Aldeens secured a luxurious estate along the 
  southern edge of Molvar. This caused much 
  speculation in Molvar that it might have 
  signalled some sort of change in the fortunes 
  of the Aldeen family. This is fuelled by the 
  knowledge that Alvaro’s wife, Pareesa, loves 
  jewellery, and each year has the merchants of 
  several prominent houses show her their 
  latest offerings. 
  • 
  The current leader of the Aldeen Family, 
  Alvaro Aldeen, has followed in his family's 
  military traditions. Alvaro served as a 
  common foot soldier for many years in the 
  Griffon Strike Pass, but during his service 
  gnoll raiders captured him. His experiences 
  in the gnoll camp have made him an 
  outspoken 
  opponent 
  of 
  Ket’s 
  use 
  of 
  hobgoblin mercenaries.  
  • 
  Alvaro is popular among the common people 
  of Molvar, who look to Alvaro as a man of 
  great honour, one who has dedicated himself 
  to keeping the people safe. 
  • 
  Alvaro was the part of the faction of nobles 
  who supported Nadaid’s move to ascend to 
  the throne after the assassination of Beygraf 
  Zoltan during the Greyhawk Wars. 
  • 
  Due to his experiences with gnolls, it would 
  be wise not to have a half-orc as the Herald. 
  He has strong connections to the dwarven 
  community, so a dwarf might be a good idea. 
  Alvaro greets the Herald in the company of his wife, 
  who is wearing a king’s ransom in jewellery. In 
  contrast, Alvaro is dressed in a decent but not 
  expensive outfit.  
   
  If the Herald is a half-orc, Alvaro is Unfriendly, 
  refreshment time is extremely short, and no useful info 
  can be gained. 
   
  If the Herald is human, halfling or dwarven, 
  Alvaro is Friendly.  
   
  Any other race will mean Alvaro starts as 
  Indifferent.  
   
  If asked the right questions, he will reveal that: 
  • 
  His family moved out of the Red Tower 
  because it was a drafty old place with terrible 
  plumbing. 
  • 
  His wife’s family is independently wealthy, 
  and she actually buys her jewellery using her 
  own money. 
  • 
  He is the Beygraf’s greatest friend among the 
  Grafs, and would protect him regardless of 
  circumstances. 
  • 
  He feels a strong connection to the Beygraf, 
  having also served as a common soldier. 
  • 
  However, he vehemently disagrees with the 
  policy of paying hobgoblins to watch Ket’s 
  northern borders and the Tusman Hills. He 
  warns that Nadaid will come to regret this 
  policy. 
   
  Jabraiel Vayaspara of Polvar  
  Valencia passes on this info before they knock on the 
  door: 
  • 
  Ketites consider Polvar to be one of the more 
  conservative areas of Ket. The True Faith of 
  Al’Akbar holds even more sway here than 
  most areas. Other religions - particularly 
  those not of the Baklunish, Dwarven or 
  Halfling pantheons – are far less prevalent. 
  Some 
  “outside” 
  deities 
  known 
  and 
  worshipped in the more cosmopolitan cities 
  of Molvar and Lopolla are simply unknown 
  here. 
  • 
  Jabraiel Vayaspara, the Graf of Polvar, is a 
  noted supported of the True Faith and is 
  visible and present at all major religious 
  functions, whether expected or not. However, 
  the Graf is also very careful to support a 
  temple to each of the other Baklunish deities 
  as well. 
  • 
  Jabraiel is an extremely wealthy man due to 
  taxes on the large numbers of gems that are 
  mined near Polvar. His wife is said to be tight 
  with the household money despite the 
  family’s wealth. 
  • 
  Jabraiel did not support Nadaid during his 
  rise to power, and it is no secret that Jabraiel 
  was trying to put together his own base of 
  support for a move on the throne. 
  • 
  It would be best to have a human displaying a 
  holy symbol of a Baklunish deity; second-best 
  KET7-07 Balance of Ket 
   
  Page 21 
  
  would be a dwarf, human or halfling. If there 
  is no other choice, another race will do, but in 
  no case should the Herald openly display the 
  holy symbol of a non-Baklunish deity. 
  Jabraiel meets the Herald with his wife. Jabraiel is 
  prominently wearing the symbol of Al’Akbar in pure 
  gold with jewelled highlights. The two are wearing 
  clothes that are years out of style and slightly worn. 
  The house is in an expensive neighborhood, but there 
  is not enough furniture, and it is of mediocre quality. 
  The refreshments are in short supply and refills on 
  wineglasses are not provided. The entire atmosphere is 
  one either of penny-pinching, or of money in short 
  supply. 
   
  If the Herald displays the holy symbol of a non-
  Baklunish deity, or is not a human, dwarf or halfling 
  Jabraiel starts as Unfriendly. 
   
  If the Herald is a dwarf, halfling or human 
  displaying the symbol of a Baklunish deity, he is  
  Friendly. 
   
  If asked the right questions, he will reveal that: 
  • 
  The trouble with Ket today is that too many 
  people have strayed from the path of the True 
  Faith. The Beygraf should be doing more to 
  publicly support the church of Al’Akbar. 
  • 
  A return to the old ways—tighter laws, more 
  people punished for crimes—that would 
  solve a lot of problems too. 
  • 
  Tighter laws on Citizenship would help, and a 
  return to banning non-Citizens from the 
  cities of Ket. 
  • 
  Although it is no secret that Jabraiel did not 
  initially support Nadaid’s rise to power, he 
  came on board when he saw that Nadaid’s 
  broad coalition of support from among the 
  nobles, the merchants and the army was 
  unbeatable. As long as the country remains 
  peaceful and prosperous, Nadaid seems to be 
  the man for the job. It would be interesting to 
  see how Nadaid handles unrest.  
   
  Nushadar Kiaresh of Falwur  
  Valencia passes on this info before they knock on the 
  door: 
  • 
  Nushadar Kiaresh is perhaps the poorest of 
  the grafs, and Nadaid is mostly to blame for 
  this. Falwur prospered during the Greyhawk 
  Wars when Zoltan allied with Iuz and 
  ordered the invasion of Bissel. Even though 
  Imran Tendulkar, brother of the Graf of 
  Durva, was appointed to be Graf of Bissel, his 
  administrators, 
  construction 
  crews, 
  financiers, social and religious personnel, etc., 
  all came from nearby Falwur. Therefore it was 
  a body blow to Falwur’s economy—and 
  Nushadar’s own fortune—when Nadaid 
  pulled Ketite troops out of Bissel after 
  Zoltan’s assassination. Falwur took another 
  hit when Nadaid pulled Ket out of 
  Thornward and back across the Ket-Bissel 
  border four years ago. 
  • 
  Nushadar has a large family. Most unusually, 
  his eldest two sons are identical twins who 
  were born within minutes of each other. 
  Rumour has it that no one can remember who 
  was born first, therefore no one knows for 
  sure which one is Nushadar’s true heir. 
  • 
  This may be more important in the short-
  term because there is a rumour that 
  Nushadar, although not an old man, has been 
  in declining health 
  • 
  Nushadar is said to be liberal in his approach 
  to other races and even other deities, likely 
  due to Falwur’s proximity to non-Baklunish 
  nations on the other side of the Bramblewood 
  Gap. 
  Nushadar meets the Herald with his wife and his large 
  family of 10 children, ranging from the twins Jamal 
  and Javad, who are 20 to a 3-year-old toddler.  
   
  It is obvious that money is a bit tight in the 
  household, with children wearing obvious hand-me-
  downs, but the spread of food for the refreshments is 
  plentiful (compared with the stingy portions served by 
  the Vayaspara of Polvar), and wineglasses are refilled 
  many times.  
   
  Even though Nushadar is clearly not well—he is 
  pale, coughs frequently, and neither eats or drinks 
  during refreshments—he starts as Friendly regardless 
  of who the Herald is. 
   
  If asked the right questions, he will reveal that: 
  • 
  Although he himself is a peaceable man, the 
  current war with Bissel has provided Falwur 
  with a much-needed boost in the local 
  economy, as large numbers of troops have 
  been moved south and are now patrolling out 
  of Falwur. He realizes that a peace with Bissel 
  should be negotiated, but perhaps not until 
  next spring. 
  • 
  One of his twin sons will inherit his title, but 
  he will have to find something for the other 
  son to do. (If asked which son will inherit his 
  title, Jamal or Javad, he mumbles something 
  about it being a family secret.) 
    
  KET7-07 Balance of Ket 
   
  Page 22 
  
  Sarosh Tendulkar of Durva  
  Valencia passes on this info before they knock on the 
  door: 
  • 
  The Tendulkars have a lineage as long as or 
  longer than anyone in Ket, reaching back to 
  well before the fall of the Baklunish Empire, 
  and no one is prouder of his family’s long and 
  illustrious lineage than Sarosh. 
  • 
  The Tendulkars are natural leaders. His 
  younger brother Imran was appointed Graf of 
  the province of Bissel during the Greyhawk 
  Wars, 
  although 
  that 
  appointment 
  was 
  rescinded by Nadaid when he withdrew Ket 
  from Bissel at the end of the Wars. 
  • 
  Sarosh shows great care for his elderly 
  mother, who is blind and confined to a 
  wheelchair. 
  • 
  Sarosh is an able administrator and tight with 
  a gold piece as well. It is said that he can 
  squeeze blood from a stone when it comes to 
  taxing Durva’s residents. Certainly although 
  he is not the richest Graf by far, he is also not 
  the poorest, despite the fact that he rules 
  mainly 
  hundreds 
  of 
  square 
  miles 
  of 
  Bramblewood Forest, Barrier Peak mountains 
  and a thin stony strip of land in between the 
  two. 
  • 
  It would be wisest to have a dwarf who 
  belongs to a clan as the Herald. Apparently 
  Sarosh respects the long lineages of dwarven 
  clans. Second best choice would be a 
  Baklunish human. It is said that Sarosh 
  detests halflings. 
   Sarosh meets the Herald with his wife Samila, his 
  younger brother Imran (former Graf of Bissel) and his 
  elderly mother in a wheelchair. Everything in house 
  reeks of class: the artwork, the pure crystal wineglasses, 
  the wine bottles casually turned so that the Herald and 
  his entourage can read the labels displaying the rare 
  vintages, etc.  
   
  It is clear during refreshments that his mother is 
  completely blind, and is partially deaf as well. 
   
  If the Herald is a dwarf or Baklunish human, 
  Sarosh is Friendly. 
   
  If the Herald is a non-Baklunish human, he is 
  Indifferent.  
   
  If the Herald is any other race, he is Unfriendly. 
   
  If asked the right questions, he will reveal that: 
  • 
  The longer the lineage, the more noble the 
  family. He himself can trace his family all the 
  way back to noble families of the Baklunish 
  Empire.  
  • 
  He is extremely respectful of dwarven clans, 
  who keep careful records of their bloodlines, 
  and who can relate thousands of years of 
  family tree from memory. 
  • 
  Although his mother is both blind and mostly 
  deaf, she still manages a few lines of knitting 
  every day. 
  • 
  Imran was a natural administrator when he 
  was Graf of Bissel. It is a shame the Beygraf 
  has not found a similar appointment for 
  Imran since he pulled Ket out of Bissel. (If 
  Imran 
  is 
  questioned, 
  he 
  displays 
  no 
  resentment for losing his job. He didn’t ‘t 
  actually think he was that good an 
  administrator—he wasn’t able to convince 
  Bisselites to worship Al’Akbar, despite setting 
  up many temples across the country. Now he 
  is content to manage Sarosh’s business affairs 
  if he is busy with other projects.)  
   
  Touraj Mutamin of Nehez 
  Valencia passes on this info before they knock on the 
  door: 
  • 
   Nehez’s main asset—and it is an extremely 
  lucrative asset—are fees on caravans moving 
  up and down the Irafa Road. The current war 
  with Bissel, which has closed the Irafa Road, 
  is a major concern to Touraj Mutamin. His is 
  one of the few voices in court trying to force 
  Ket to negotiate a settlement with Bissel, even 
  if it means giving up some land in the 
  Bramblewood Gap to do so. 
  • 
  In addition, Nehez’s other two trades—
  yarpick nuts and logging—are threatened by 
  a recent upswing in wild elf hostility. Rumour 
  has it that Touraj has been lobbying Nadaid 
  for more troops to be sent into the 
  Bramblewood to try to root out the wild elf 
  problem, or at least protect the yarpick nut 
  pickers and woodcutters, but Nadaid has 
  refused, saying the troops are needed more on 
  Ket’s borders during the war with Bissel. This 
  brings Touraj back to his argument regarding 
  the war with Bissel. 
  • 
  An elf or half-elf as Herald would be a bad 
  choice, given Touraj’s problems with wild 
  elves at the moment. 
  Touraj meets the Herald with his wife Zenia. During 
  the formal part of the ceremony, he displays flashes of 
  impatience. Although everything in the house is 
  expensive, there are some things missing—a patch of 
  lighter-coloured wall shows where a painting has been 
  taken down, marks on the floor indicate a couch has 
  KET7-07 Balance of Ket 
   
  Page 23 
  
  been removed. Redecorating, or selling a few things to 
  pay bills?  
   
  If the Herald is an elf or half-elf, Touraj is 
  Unfriendly. 
   
  If the Herald is any other race, he is Indifferent.  
   
  If asked the right questions, he will reveal that: 
  • 
  Peace with Bissel must be negotiated at any 
  cost as soon as possible. 
  • 
  The Irafa Road must be reopened as soon as 
  possible 
  • 
  The wild elves in the Bramblewood are 
  becoming bolder because Nadaid refuses to 
  treat them with the iron fist they deserve. 
  Choose an elf village, send in the army, kill all 
  the elves in sight, burn down their village, do 
  that a few times and maybe they’ll leave his 
  woodcutters and yarpick nut pickers alone. 
  • 
  Nadaid spends too long trying to balance one 
  faction against another. If the mullahs or the 
  beys or the merchants cause trouble, he 
  should crush them flat and grind them into 
  the ground. 
  • 
  If Nadaid took control of the country, he 
  would be able to deal with the problems 
  inside the Bramblewood and on Ket’s borders 
  more effectively.  
    
  7: IN THE TEMPLE 
  The adventurers return to the palace and are shown 
  back into the room where they had their midnight 
  meeting with the Beygraf. The large table is now 
  covered with a huge drawing of the neighborhood 
  surrounding the temple. All five of the grafs’ 
  residences highlighted in red, and Captains Valencia 
  and Saba and a number of other Black Scorpions and 
  Thorns are discussing sightlines, forward observation 
  posts, runners, communications and ambush sites 
  around the temple with. 
   
  The adventurers are asked to report to the Beygraf 
  and the council all that they have seen and heard. 
   
  After they finish, Rekah Granitefist will ask them 
  if they have a sense of who the traitor is. If they give a 
  name, the council will ask for the adventurers’ reasons, 
  and carefully consider the information, nodding and 
  talking amongst themselves. However, the Beygraf will 
  point out that mere suspicion is not enough to arrest a 
  high noble of Ket. However, if they are right, it will 
  give them some advantage tonight. 
   
  If the adventurers do not have one Graf in mind as 
  a suspect, the council will understand. 
   
  Rekah has one more task in mind for the 
  adventurers. She asks if they will be willing to wait 
  inside the temple in case Morad and the graf somehow 
  break through their defenses and hold them until 
  Rekah arrives with the Archons. 
   
  If the adventurers refuse to do this, the adventure 
  is over. Go to Conclusion. 
   
  Assuming the adventurers agree, they are given 
  their armor, arms and equipment, The Beygraf tells 
  them that for their service to Ket, from this day 
  forward, they have been granted the right to wear 
  armor within the city of Lopolla. In addition, if they 
  are Citizens of Ket, they may bear a scimitar as well. 
  For tonight’s work, they may wear all their normal 
  armor, equipment and weapons. 
   
  Once they have donned their armor and 
  equipment: 
   
   
  Najmeh steps forward. “I will go with these 
  brave ones to the temple and wait with them there.” 
  She looks around the room. “If this man Morad—
  known to me as my former master Morteza—
  manages to make it to the temple, then I would ask 
  you all to leave him to me. That final battle will be 
  between the master and myself. Does anyone wish 
  to stand between him and me?” Her intense gaze 
  sweeps around the room. No one speaks. 
   
  Wait a moment for players to say something if they 
  wish. 
   
   
  Nadaid steps up beside her. “And I too should 
  probably be in the temple tonight—“ 
   
  Everyone in the room—council members, 
  Black Scorpions, Thorns, Archons and the servant 
  refilling the water jugs—turns and shouts, “NO!”  
   
  Rekah steps up to him and wags her finger 
  under his nose like he was a naughty child. “No, 
  you will NOT be in the temple tonight. YOU will 
  be safely stowed in a locked room deep within in 
  this palace, surrounded by a large number of 
  Archons and Thorns of unquestioned loyalty.”  
   
  The Beygraf smiles and shrugs. “It was worth a 
  try.” 
   
  Time is running short. The adventurers are allowed to 
  quickly don their armor, arms and equipment, and 
  then are shown to a courtyard within the palace. There 
  are a number of sedan chairs there to transport the 
  adventurers and Najmeh to the Temple of the Restorer. 
  The window blinds will be kept lowered, so that prying 
  eyes cannot see the adventurers entering the temple 
  with weapons and armor.  
   
  Rekah accompanies them. When they arrive, she 
  shows them the interior of the temple. Guards are 
  KET7-07 Balance of Ket 
   
  Page 24 
  
  already locking the exterior doors. (See DM Map: 
  Temple) 
   
  She names the six private chapels belonging to the 
  five families of the Grafs of Ket and the Beygraf, and 
  walks around to the main altar, and each of the exterior 
  doors. Although there is a high ceiling 30 feet above 
  their heads, there is only the single floor, no floors 
  above or below this one. There are no balconies either. 
  The temple is lit by continuous light lanterns high up 
  in near the ceiling. They provide good light on the 
  floor below, but there are many shadows in which to 
  hide. 
   
  Rekah lays out the rules for them: They can set 
  themselves up in the open or in hiding, and they can 
  use anything they have brought with them to aid them. 
  However: 
  • 
  They cannot borrow or use anything in the 
  temple (for instance, borrow a curtain cord to 
  set up a trap), nor can they move furniture or 
  objects around 
  • 
  They cannot enter any of the private chapels. 
  • 
  They cannot permanently damage the temple 
  in any way. 
   
   
  Rekah asks if they have any questions, and tries to 
  answer them as best as she can. If the adventurers ask if 
  they can go shopping, or go back to the palace for 
  something, she says no. The sun has already set, and 
  they must trust to the things they brought with them. 
   
  Once she is finished with the adventurers, she 
  exits by the last door standing open. It closes behind 
  her and the adventurers hear it being locked and 
  chained.  
   
  The adventurers may make any preparations they 
  wish, within the guidelines laid out by Rekah. Najmeh 
  will object if they try to bend the guidelines at all 
  (hiding in one of the private chapels, for instance). 
  Finally, the adventurers may choose where they are 
  going to stand, and if they are attempting to hide. Once 
  they are ready, move to 8: The Graf Cometh. 
   
  8: THE GRAF COMETH 
  After the adventurers choose their positions, several 
  hours pass before anything happens. The traitor, Graf 
  Sarosh Tendulkar, is about to appear with Morad 
  disguised as his mother. Their idea is to get close 
  enough to the Beygraf without alarming him in order 
  to kill him before he can act or summon help.   
   
  If any adventurers are within 10 feet of the 
  entrance to the Tendulkar chapel: 
   
  You hear soft noises coming from within one of the 
  chapels.  
   
  For everyone: 
  Graf Sarosh Tendulkar of Durva Province appears 
  in the door of the family chapel, pushing his 
  mother’s wheelchair in front of him. He leans over 
  his mother’s shoulder and softly murmurs, “It’s 
  been a long time since I took that secret tunnel. I 
  obviously need to come to more temple services. 
  Now, you must be very quiet, Mother. The Beygraf 
  is praying, we don’t want to disturb him.”  
   
  The old woman slowly raises her head and 
  looks around. Najmeh suddenly moves forward 
  into the light, no more than fifteen feet from them. 
  When the old woman sees Najmeh, she jumps with 
  shock as if she has been prodded.  
   
  “You cannot be Saroushi Tendulkar. She is 
  blind and deaf,” Najmeh says. 
   
  Najmeh delivers thee more kicks to the “woman”, 
  driving her to the altar steps at the front of the temple. 
  Parts of the “old woman’s” disguise fall off, revealing a 
  tall, slender man with pale blue eyes. 
   
  The mane slides against across the smooth marble 
  floor until he fetches up against the stairs to the 
  altar, and gets to his feet, his usually calm face 
  distorted with anger.    
   
  As Najmeh slowly advances toward him, he 
  hisses “I thought you were dead. When I am 
  finished with you, you will wish I had succeeded 
  before.” 
   
  “Master Morteza,” Najmeh replies, her voice 
  quiet and still. “This humble servant regrets to 
  inform you that you must die for your crimes.” 
   
  The man’s eyes narrow. “Fool, my name is 
  Morad.” His voice starts to grow hoarse and deep. 
  “Behold my true form!” 
   
  Morad’s slim figure convulses and suddenly 
  grows larger—much larger. His clothes rip apart 
  and fall from him, revealing a muscular figure at 
  least twelve feet tall. Horns protrude from either 
  side of his head, and jagged fangs from his mouth. 
  Flames flicker across his dark red skin, and through 
  the mane of hair running down his back. Huge bat 
  wings with a wingspan of at least thirty feet unfurl. 
  He tosses his head and flexes his shoulders as if he 
  has been confined for a long time. When he speaks, 
  the walls tremble. “Ahhh, to be in my own body 
  again, yes. It has been too long.” He looks down at 
  Najmeh, who has not moved. “Once I have killed 
  you, I will teleport to the palace and kill that 
  worthless Beygraf of yours.” 
  KET7-07 Balance of Ket 
   
  Page 25 
  
   
  A sharply spoken command startles everyone, 
  and a pale blue light strikes and envelopes the 
  demon.  
   
  “You won’t have to teleport to the palace to find 
  the Beygraf, demon, not that you can teleport 
  anywhere while that dimensional anchor is in 
  place.”  
   
  As the demon howls in anger, Nadaid appears 
  in the doorway of the Beygraf’s chapel, and tosses 
  away a spent scroll. “When Rekah Granitefist 
  mentioned that Morad is the name of one of Iuz’s 
  demon generals, I thought a dimensional anchor 
  would be useful to keep you in our trap.” 
   
  Graf Sarosh’s rapier slides out from its sheath 
  with a whisper. “Who needs to teleport anywhere 
  when we have you right here, Beygraf? Once I have 
  killed you, you commoner scum, I shall claim the 
  throne and force the other Grafs to swear fealty to 
  me. Then I will quickly return Ket to its rightful 
  place as an equal beside Iuz. I will have an honored 
  place on Iuz’s councils, and other nations will 
  tremble before us.” 
   
  Nadaid unsheathes his scimitar. “You are a fool, 
  Sarosh. You will be a pawn of Iuz, and a particularly 
  small pawn at that. Very well, traitor, come and 
  earn your throne.” He flicks his hand in an arcane 
  gesture and the two are surrounded by a 
  coruscating sphere of energy, separating them from 
  everyone else.  
   
  Without waiting for another word, Najmeh 
  delivers a flying kick to the demon as demonic 
  shapes charge out of the Tendulkar shrine. 
   
  APLs 2 and 4: 
  These hunched and misshapen figures stand 6 feet 
  tall. Their features are asymmetrical and deformed, 
  and their mottled green and violet skin is hairless 
  except for one or two uncomfortable looking 
  patches of wiry bristles. The fiends have elongated 
  heads with tiny red eyes that swell with hate. They 
  wield odd looking polearms. 
   
  APLs 6 and 8: 
  These creatures have the lower bodies of muscular 
  horses and the torsos, arms and heads of sickly 
  humans. Their flesh is pale and festers with sores. 
  Heavy horns protrude from their brows, and they 
  wear intricate suits of full plate armor. Patches of 
  bristly hair protrude from chinks in their armor. 
   
  APLs 10 and 12: 
  These hideous demons’ bodies ripple with muscle. 
  Their massive heads are heavy with long horns, 
  while their powerful legs end in cloven hooves. 
  Most of their heads are hidden by enormous steel 
  helms that have been bolted to their necks. 
  Breastplates fastened onto their bodies provide 
  additional protection. 
   
  It is a DC 20 Knowledge (the Planes) check to 
  recognize Morad as a balor (Monster Manual 40).  
   
  All APLs 
   
  Morad: Balor, hp 290; see Monster Manual 40 
   
  Graf Sarosh Tendulkar: Fighter 16, hp 140. 
  Neither of these foes are suitable for fighting at any 
  APL, the results of their fights with their foes depends 
  on the results of the fight against the demons. 
   
   
  APL 2 (EL 5) 
   
  Rutterkin (2): hp 37, 37; see Appendix 1  
   
  APL 4 (EL 7) 
   
  Rutterkin (4): hp 37, 37, 37, 37; see Appendix 1 
   
  APL 6 (EL 9) 
   
  Armanites (2): hp 85, 85; see Appendix 1 
   
  APL 8 (EL 11) 
   
  Armanites (4): hp 85, 85, 85, 85; see Appendix 1 
   
  APL 10 (EL 13) 
   
  Khastigurs (2): hp 172, 172; see Appendix 1 
   
  APL 12 (EL 15) 
   
  Khastigurs (4): hp 172, 172, 172, 172; see 
  Appendix 1 
   
  Knowledge (the planes) checks: 
  APLs 2 and 4: 
   
  DC 12: Rutterkins are deformed soldier demons 
  in the service of more powerful demon lords. 
   
  DC 17: Rutterkins often fight with strange exotic 
  weapons, such as the snap-tong (a polearm that can 
  grapple foes) or the tri-blade (a large, sharp throwing 
  wedge). 
   
  DC 22: A rutterkin has few spell-like abilities. 
  They are injured primarily by cold iron or good 
  weapons. 
   
  APLs 6 and 8: 
   
  DC 17: Armanites are tanar’ri that serve their 
  masters as cavalry. They resemble demonic cavalry. 
   
  DC 22: Armanites are heavily armored but not 
  particularly agile. 
   
  DC 27: An armanites charge is its deadliest attack, 
  and it will use it whenever possible. 
   
  KET7-07 Balance of Ket 
   
  Page 26 
  
  APLs 10 and 12: 
   
  DC 15: This horrible creature is clearly a demon of 
  some kind. This reveals all outsider traits. 
   
  DC 21: A khastigur is a kind of tanar’ri and shares 
  many of that race’s traits, but is also immune to acid. It 
  is difficult to hurt, and is resistant to most magic. 
   
  DC 26: These demons work as jailers and hunters 
  in the Abyss. A khastigur loves to charge enemies and 
  gore them with its horns. A physical blow from a 
  khastigur can terrify those struck by it. 
   
  DC 31: Unlike many tanar’ri, a khastigur teleports 
  with some risk and might end up elsewhere than its 
  intended destination. Occasionally it can teleport as 
  quick as a blink, appearing and attacking before anyone 
  can react. 
   
  Tactics: The balor is a deadly opponent (CR 20), to 
  much of a match for any party. If the adventurers 
  attempt to join Najmeh’s fight. She will warn them off 
  with a shout, reminding them that this is her fight. 
   
  If any adventurers try to aid the Beygraf, they find 
  they cannot enter or dispel the sphere that surrounds 
  Nadaid and Sarosh. or Nadaid’s fight, 
  Because 
  Morad will explode when he dies, it is important to 
  keep the adventurers as far as possible from this fight  
  The DM should have the other demons slowly move 
  their combat back to the far end of the temple if 
  possible, near the Beygraf’s combat, pulling the 
  adventurers with them. 
   
  The demons are Called rather than summoned, 
  but cannot summon other demons onto holy ground, 
  thus those abilities have been removed where 
  applicable. 
   
  APLs 2 and 4: 
  Rutterkin will use their exotic weapons to their full 
  extent, softening foes up at range and then closing to 
  grapple. 
   
  APLs 6 and 8: 
  Armanites charge when possible, and lay about with 
  their flail when not. They’ll take higher ground with 
  air walk if possible. 
   
  APLs 10 and 12: 
  Because they can stun on the charge, khastigurs 
  frequently use their Quickened teleport to get into 
  charging position on an undefended adventurer. There 
  is always a chance of failure however, in which case 
  they would try to return the next round. It focuses its 
  attacks on shaken enemies if possible, and power 
  attacks if it seems to be a good idea. 
   
  If the demons overcome the adventurers, go to the 
  Conclusion. 
   
  Treasure: 
   
  APL 2: Loot: 121 gp; Total 121 gp. 
   
  APL 4: Loot: 242 gp; Total 242 gp. 
   
  APL 6: Loot: 1223 gp; Total 1223 gp. 
   
  APL 8: Loot: 2446 gp; Total 2446 gp. 
   
  APL 10: Magic: 1466 gp; 2 huge +2 breastplates 
  (733 gp each) Total 1466 gp. 
   
  APL 112: Magic: 2932 gp; 4 huge +2 breastplates 
  (733 gp each) Total 2932 gp. 
   
  SUCCESS 
  As soon as the adventurers kill the last of the demons, 
  the other combats end as well. Nadaid disarms Sarosh 
  and dismisses the sphere. At the other end of the 
  temple: 
   
  Suddenly Najmeh’s right hand begins to glow. 
  Ducking under Morad’s attack, she whirls and 
  delivers a deadly blow to his chest with her glowing 
  fist. The demon staggers back, and looks down at 
  his chest, expecting to see a mark or wound. When 
  he sees nothing, he starts to laugh at the woman 
  swaying with exhaustion before him. Najmeh 
  points at the demon as she backs down the altar 
  steps away from him. 
   
  “And now you die.” 
   
  The demon stops laughing and begins to 
  twitch. He gives a howl of pain, and drops to his 
  knees. As his muscles tremble and spasm 
  uncontrollably, he falls forward on his face and hits 
  the ground with enough force to rattle windows. 
  With one last effort, he lifts his head, glares at 
  Najmeh, and growls through his gritted fangs, “And 
  now you die.” His head drops back on the ground. 
  Suddenly his body explodes, hurling Najmeh back 
  down the temple towards you. 
   
  This explosion is due to the balor’s Death Throes. Any 
  adventurer within 100 feet of Morad when he explodes 
  takes 100 points of damage (Reflex DC 30 for half). 
   
  Make certain that his happens such that any PCs 
  are out of range, even if this takes significant 
  metagaming. Under no circumstances should any PC 
  at any APL be injured by the Death Throes. 
   
  The temple doors burst open, and a flood of 
  uniformed Thorns and Threshers, led by Rekah 
  Granitefist, pours in.  
   
  Roughly shoving Sarosh Tendulkar towards 
  some Threshers, Nadaid runs over to where 
  KET7-07 Balance of Ket 
   
  Page 27 
  
  Najmeh is lying, unmoving. Her eyes slowly open 
  as he falls to his knees beside her.  
   
  “I am glad to see you are safe, Your Glory,” she 
  whispers. 
   
  “Only because of you, Najmeh,” he replies, 
  taking one of her hands. “You have won a battle 
  that bards will sing about for years. Ketite mothers 
  will name their daughters after you. Some day, you 
  and I will sit with our children and watch 
  Jahanabad performing a puppet show about it. 
  Najmeh…” He stops, his voice choking. 
   
  “You are safe,” she whispers, and her eyes 
  slowly close. Everyone in the temple is silent. 
   
  Nadaid closes his eyes in pain and holds her 
  limp hand to his cheek, then gently lays it down 
  beside her body. 
   
  Suddenly Najmeh’s eyes open again, and for 
  the first time that you can recall, she smiles. “Our 
  children? Did you say our children?” 
   
  CONCLUSION 
  DEMONS SUCCESSFULLY DEFEATED 
  The roar of the crowds was like a wall of sound—
  thousands of people cheering as you were called 
  forward by the herald Nabudaracara, and knelt 
  before His Illustrious Glory, Beygraf Nadaid to be 
  presented with the Amulet of Ket, a symbol of the 
  service you have given the nation. But that had 
  happened at noon, and so much more had already 
  happened the morning after you defeated the 
  monsters at the Temple of the Restorer. Sarosh 
  Tendulkar had been hauled before the High Jurat 
  Council at first light. Despite the fact that it had 
  only been a few  hours since the battle, somehow 
  word had spread across the city, and people had 
  crowded into the courtroom as Sarosh freely 
  admitted his part in the treasonous plot and spit on 
  the ground as he was sentenced to death. His body, 
  smeared with meat and smothered in a carpet, 
  already hangs high over Thresher Square. 
   
  Then there had been the fealty ceremonies of 
  Oath Day. You had been an honored guest, dressed 
  in bright new robes of the finest silk and standing 
  by the right hand of Nadaid as he received the 
  oaths of fealty from all five of the mighty Grafs of 
  Ket, including Imran Tendulkar of Durva, the 
  younger brother of the traitor Sarosh. 
   
  And then there was an afternoon filled with a 
  whirlwind of receptions and parties across the city 
  as you were greeted and congratulated by beys and 
  grafs, merchants and generals, mullahs and high 
  priests. 
   
  Now, you are finally back on familiar ground—
  the common room of the Griffon’s Nest tavern. 
  Despite all you have been through in the past 
  twenty-four 
  hours—assassins, 
  demons 
  and 
  treasonous plots—you are still nervous as you look 
  down at the bowl of stew in front of you. 
   
  The usual crowd cranes their heads around the 
  doorway, not believing their eyes. The long 
  benches are filled with courtiers and nobles. Beside 
  you, Rekah Granitefist, head wizard of the Archons, 
  downs an entire tankard of ale. Behind you stand 
  two men wearing chef’s hats, nervously twisting 
  their long white aprons in their hands. Across from 
  you, Nadaid and Najmeh sit together, tasting the 
  stew. They look at each other, then look at the 
  chefs anxiously waiting.  
   
  Nadaid stands, waving everyone back into their 
  seats as they start to stand with him. He looks at the 
  chefs with a serious expression and points to the 
  stew. “You made this?” he asks. The chefs nervously 
  nod. Nadaid reaches over you and whacks one of 
  them on the shoulder, nearly knocking both of 
  them off their feet. “Excellent food!” he yells, and 
  the room erupts in cheers. 
   
  Nadaid raises his tankard of ale and everyone 
  stands as a hush falls across the room. “I raise a 
  measure of the finest ale to all Ketites.” He points 
  the tankard at the commoners crowding the 
  doorway, then the people crowding the long 
  benches, and finally he raises his tankard to you. 
  “To the glory of Ket!” he shouts. 
   
  And everyone shouts back, “To the glory of 
  Ket!”        
   
  Treasure: 
   
  All APLs: Magic: 667 gp; amulet of ket (667 gp); 
  Total 667 gp. 
   
  ESCAPED FROM DEMONS, OR KILLED 
  BY DEMONS AND RAISED 
  You walk cautiously through the streets of Lopolla 
  as hard-eyed Threshers stop people at random and 
  haul them before a Jurat. The wagons heading to 
  the mines are crammed with new qashari who were 
  convicted of crimes like gossip and not working 
  hard enough. Non-Citizens are dragged to the city 
  gates and told to stay in the tent city where they 
  belong. The worship of Xan Yae is under deep 
  suspicion. It appears that the assassination attempt 
  on the Beygraf was successful, but the usurpation 
  was not, as the Mullahs of the True Faith were able 
  to defeat the demons and resurrect the Beygraf. 
  Even Oath Day was a subdued affair—instead of a 
  KET7-07 Balance of Ket 
   
  Page 28 
  
  national holiday, schools were ordered to remain 
  open, and everyone was told to get back to work. It 
  is apparent that Ket is going to be a very different 
  place. 
   
  AT SOME POINT, BACKED OUT OF 
  ADVENTURE 
  With nothing much to do on Oath Day, you wander 
  aimlessly across the city. You edge around the huge 
  crowds at the Copper Palace watching some people 
  receiving honours from the Beygraf. At the back of 
  the crowd, far from the action, no one knows 
  exactly what is going on, but there are rumours that 
  Sarosh Tendulkar of Durva Province was a demon 
  who had hidden an army of demons in the Temple 
  of the Restorer and that the people being 
  honoured, led by the Beygraf, defeated Sarosh and 
  his demons last night. As you wander by Thresher’s 
  Square, a body wrapped in a carpet does hang there, 
  and passersby are talking about Sarosh Tendulkar, 
  convicted of treachery this morning. It seems that 
  something important happened in the city last 
  night, but you’re not sure what. 
   
  EXPLANATION OF AR REWARDS 
   
  Lawbreaker: This is given to any character that was 
  caught breaking Ket law. Fill in the pertinent details. 
   
   
  Loyalty: If the ‘Success’ result is obtained, the 
  Loyalty award is given, as well as access to the item 
  Amulet of Ket. 
    
   
  True Faith: If the demons are defeated, all 
  members of the True Faith metaorganization of Ket 
  receive this AR reward for defending a temple of 
  Al’Akbar from demons who threatened to defile that 
  sacred space. 
   
   
  Azor’alq: If the demons are defeated, all Heroes of 
  Azor’alq receive this AR reward for fighting demons.  
   
   
  Veterans of Ket: If the Beygraf survives, all 
  members of the Veterans of Ket receive this AR reward 
  for their bravery and devotion to Ket. 
   
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
  1: Tavern 
  Defeating the assassins 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  3: Ten Pieces of Gold 
  Defeating the Thugs 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
   
  8: The Temple 
  Defeating the Demons 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Story Award 
  Morad is defeated and the Beygraf survives: 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  KET7-07 Balance of Ket 
   
  Page 29 
  
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the 
  encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, 
  its total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items.  
   
  1: Tavern 
   
  APL 2: Loot: 19 gp; Total 19 gp. 
   
  APL 4: Loot: 19 gp; Total 19 gp. 
   
  APL 6: Loot: 19 gp; Total 19 gp. 
   
  APL 8: Loot: 20 gp; Total 20 gp. 
   
  APL 10: Loot: 20 gp; Total 20 gp. 
   
  APL 12: Loot: 20 gp; Total 20 gp. 
   
  3: Ten Pieces of Gold 
   
  APL 2: Coin: 2 gp; Loot: 21 gp; Total 23 gp. 
   
  APL 4: Coin: 2 gp; Loot: 71 gp; Total 73 gp. 
   
  APL 6: Coin: 2 gp; Loot: 18 gp; Magic 386 gp; 2 +1 
  scimitars (193 gp each); Total 406 gp. 
   
  APL 8: Coin: 2 gp; Magic 786 gp; 2 +1 chain shirts 
  (104 gp each), 2 +1 heavy wooden shields (96 gp each), 
  2 +1 scimitars (193 gp each); Total 788 gp. 
   
  APL 10: Coin: 2 gp; Magic 1286 gp; 2 +2 chain 
  shirts (354 gp each), 2 +1 heavy wooden shields (96 gp 
  each), 2 +1 scimitars (193 gp each); Total 1288 gp. 
   
  APL 8: Coin: 2 gp; Magic 2452 gp; 2 +2 chain 
  shirts (354 gp each), 2 +2 heavy wooden shields (346 gp 
  each), 2 +1 scimitars (193 gp each), 2 gauntlets of ogre 
  power (333 gp each); Total 2454 gp. 
   
  8: The Temple 
   
  APL 2: Loot: 121 gp; Total 121 gp. 
   
  APL 4: Loot: 242 gp; Total 242 gp. 
   
  APL 6: Loot: 1223 gp; Total 1223 gp. 
   
  APL 8: Loot: 2446 gp; Total 2446 gp. 
   
  APL 10: Magic: 1466 gp; 2 huge +2 breastplates 
  (733 gp each) Total 1466 gp. 
   
  APL 112: Magic: 2932 gp; 4 huge +2 breastplates 
  (733 gp each) Total 2932 gp. 
   
  Conclusion 
   
  All APLs: Magic: 667 gp; amulet of ket (667 gp); 
  Total 667 gp. 
   
  Treasure Cap 
   
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
  Total Possible Treasure 
   
  APL 2: 830 gp 
   
  APL 4: 1001 gp 
   
  APL 6: 2315 gp 
   
  APL 8: 3921 gp 
   
  APL 10: 3441 gp 
   
  APL 12: 6073 gp 
   
   
  KET7-07 Balance of Ket 
   
  Page 30 
  
  KET7-07 Balance of Ket 
   
  Page 31 
  APPENDIX 1: APL 2
  1: TAVERN 
   
   
   
  ARMEEN, BONDO, CASPAR, DAVOOD  CR 1 
  Male Human (mixed) rogue 1 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common  
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 armor) 
  hp 8 (1 HD); 
  Fort +2, Ref +4, Will +1 
  Speed 30 ft. (6 squares); 
  Melee shortsword +0 (1d6/19-20) 
  Ranged thrown dagger +2 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0  
  Atk Options Sneak attack +1d6 
  Special Actions Dodge, Mobility 
  Abilities Str 10, Dex 15, Con 14, Int 8, Wis 12, Cha 
  10 
  SQ Sneak attack, trapfinding 
  Feats Dodge, Mobility  
  Skills Bluff +5, Disguise +5, Escape Artist +6, Hide 
  +6, Move Silently +6, Open Lock +6, Perform 
  (Dance) +5, Tumble +6 
  Possessions Leather armor, shortsword, 3 daggers, 
  thieves’ tools 
   
  3: TEN PIECES OF GOLD 
   
   
   
  EBI AND FARSHAD 
  CR 1 
  Male human (Baklunish) barbarian 1 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +4 armor, +2 shield) 
  hp 14 (1 HD)  
  Fort +4, Ref +1, Will +1 
  Speed 40 ft. (8 squares) 
  Melee scimitar +4 (1d6+2/18-20) 
  Base Atk +1; Grp +3  
  Abilities Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 
  10 
  SQ fast movement, illiteracy, rage 1/day (already 
  used) 
  Feats Blind Fight, Weapon Focus (scimitar) 
  Skills Handle Animal +4, Intimidate +4, Jump +6, 
  Ride +5 
  Possessions scimitar, heavy wooden shield, chain 
  shirt, dagger 
   
   
  8: THE GRAF COMETH 
   
   
   
  RUTTERKIN 
  CR 3 
  *Fiendish Codex I  
  CE Medium outsider (chaotic, evil, Extraplanar, 
  tanar’ri) 
  Init +2; Senses Darkvision 60 ft.; Listen +9, Spot +9 
  Languages Abyssal; telepathy 100 ft. 
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +6 natural) 
  hp 37 (5 HD); DR 2/cold iron or good*  
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 14 
  Fort +7, Ref +6, Will +5 
  Speed 20 ft. (4 squares) 
  Melee mwk snap-tong +8 (1d10+3) or 
  Melee 2 claws +7 (1d6+2) 
  Ranged tri-blade +7 (2d4+2) 
  Base Atk +5; Grp +7  
  Atk Options snap-tong grapple 
  Spell-Like Abilities (CL 6th): 
   At Will—darkness, cause fear (DC 11) 
   1/day—desecrate 
  Abilities Str 14, Dex 15, Con 17, Int 9, Wis 12, Cha 
  10 
  SQ tanar’ri traits  
  Feats Exotic Weapon Proficiency (snap-tong, tri-
  blade)  
  Skills Balance +4, Climb +10, Intimidate +8, Jump 
  +12, Listen +9, Move Silently +10, Spot +9, Tumble 
  +12 
  Possessions masterwork snap-tong, 5 tri-blades  
  *reduced from DR 5 due to sacred ground 
   
    
  
  APL 4 
  1: TAVERN 
   
   
   
  ARMEEN, BONDO, CASPAR, DAVOOD  CR 3 
  Male Human (mixed) rogue 3 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +2 
  Languages Common  
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 armor) 
  hp 20 (3 HD); 
  Fort +3, Ref +5, Will +2 
  Speed 30 ft. (6 squares); 
  Melee shortsword +4 (1d6/19-20) 
  Ranged thrown dagger +4 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2  
  Atk Options Sneak attack +2d6 
  Special Actions Dodge, Mobility 
  Abilities Str 10, Dex 15, Con 14, Int 8, Wis 12, Cha 
  10 
  SQ Evasion, sneak attack, trap sense +1, trapfinding 
  Feats Dodge, Mobility, Weapon Finesse 
  Skills Bluff +7, Disguise +7, Escape Artist +8, Hide 
  +8, Move Silently +8, Open Lock +8, Perform 
  (Dance) +6, Spot +2, Tumble +8 
  Possessions Leather armor, shortsword, 3 daggers, 
  thieves’ tools 
   
  3: TEN PIECES OF GOLD 
   
   
   
  EBI AND FARSHAD 
  CR 2 
  Male human (Baklunish) barbarian 2 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +4 armor, +2 shield) 
  hp 23 (2 HD)  
  Fort +5, Ref +1, Will +1 
  Speed 40 ft. (8 squares) 
  Melee mwk scimitar +6 (1d6+2/18-20) 
  Base Atk +2; Grp +4  
  Atk Options rage 
  Abilities Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 
  10 
  SQ fast movement, illiteracy, rage 1/day, uncanny 
  dodge 
  Feats Blind Fight, Weapon Focus (scimitar) 
  Skills Handle Animal +5, Intimidate +5, Jump +7, 
  Ride +8 
  Possessions masterwork scimitar, heavy wooden 
  shield, chain shirt, dagger 
   
  8: THE GRAF COMETH 
   
   
   
  RUTTERKIN 
  CR 3 
  *Fiendish Codex I  
  CE Medium outsider (chaotic, evil, Extraplanar, 
  tanar’ri) 
  Init +2; Senses Darkvision 60 ft.; Listen +9, Spot +9 
  Languages Abyssal; telepathy 100 ft. 
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +6 natural) 
  hp 37 (5 HD); DR 5/cold iron or good  
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 14 
  Fort +7, Ref +6, Will +5 
  Speed 20 ft. (4 squares) 
  Melee mwk snap-tong +8 (1d10+3) or 
  Melee 2 claws +7 (1d6+2) 
  Ranged tri-blade +7 (2d4+2) 
  Base Atk +5; Grp +7  
  Atk Options snap-tong grapple 
  Spell-Like Abilities (CL 6th): 
   At Will—darkness, cause fear (DC 11) 
   1/day—desecrate 
  Abilities Str 14, Dex 15, Con 17, Int 9, Wis 12, Cha 
  10 
  SQ tanar’ri traits  
  Feats Exotic Weapon Proficiency (snap-tong, tri-
  blade)  
  Skills Balance +4, Climb +10, Intimidate +8, Jump 
  +12, Listen +9, Move Silently +10, Spot +9, Tumble 
  +12 
  Possessions masterwork snap-tong, 5 tri-blades  
   
   
  KET7-07 Balance of Ket 
   
  Page 32 
  
  APL 6 
  1: TAVERN 
   
   
   
  ARMEEN, BONDO, CASPAR, DAVOOD  CR 5 
  Male Human (mixed) rogue 5 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +1, Spot +4 
  Languages Common  
  AC 15, touch 13, flat-footed 12 
   (+3 Dex, +2 armor) 
  hp 32 (5 HD); 
  Fort +3, Ref +7, Will +2 
  Speed 30 ft. (6 squares); 
  Melee shortsword +6 (1d6/19-20) 
  Ranged thrown dagger +6 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3  
  Atk Options Sneak attack +3d6 
  Special Actions Dodge, Mobility 
  Abilities Str 10, Dex 16, Con 14, Int 8, Wis 12, Cha 
  10 
  SQ Evasion, sneak attack, trap sense +1, trapfinding, 
  uncanny dodge 
  Feats Dodge, Mobility, Weapon Finesse 
  Skills Bluff +9, Disguise +9, Escape Artist +11, Hide 
  +11, Move Silently +11, Open Lock +11, Perform 
  (Dance) +6, Spot +4, Tumble +11 
  Possessions Leather armor, shortsword, 3 daggers, 
  thieves’ tools 
   
  3: TEN PIECES OF GOLD 
   
   
   
  EBI AND FARSHAD 
  CR 4 
  Male human (Baklunish) barbarian 4 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +4 armor, +2 shield) 
  hp 41 (4 HD)  
  Fort +6, Ref +2, Will +2 
  Speed 40 ft. (8 squares) 
  Melee +1 scimitar +9 (1d6+4/18-20) 
  Base Atk +4; Grp +7  
  Atk Options Power Attack, rage 
  Abilities Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 
  10 
  SQ fast movement, illiteracy, rage 2/day, trap sense 
  +1, uncanny dodge 
  Feats Blind Fight, Power Attack, Weapon Focus 
  (scimitar) 
  Skills Handle Animal +7, Intimidate +7, Jump +12, 
  Ride +10 
  Possessions +1 scimitar, heavy wooden shield, 
  chain shirt, dagger 
   
   
  8: THE GRAF COMETH 
   
   
   
  ARMANITE 
  CR 7 
  *Fiendish Codex I  
  CE Large outsider (chaotic, evil, Extraplanar, tanar’ri) 
  Init +0; Senses Darkvision 60 ft.; Listen +13, Spot 
  +13 
  Languages Abyssal; telepathy 100 ft. 
  AC 23, touch 9, flat-footed 23 
   (-1 size, +8 armor, +6 natural) 
  hp 85 (9 HD); DR 10/cold iron or good  
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +11, Ref +6, Will +7 
  Speed 40 ft. in plate armor (4 squares), base speed 
  60 ft.; Run, air walk 
  Melee mwk lance +14/+9 (2d6+7/x3) and hooves +8 
  (1d6+2) or 
  Melee mwk heavy flail +14/+9 (2d8+7/19-20) and 
  hooves +8 (1d6+2) 
  Ranged composite longbow +9/+4 (1d8+6/x3 plus 
  1d6 electricity [plus 2d10 electricity on a critical hit])) 
  Space 10 ft.; Reach 5 ft. (10 ft. with lance) 
  Base Atk +9; Grp +18  
  Atk Options Improved Bull Rush, Power Attack, 
  cavalry charge, sparkbolt 
  Abilities Str 20, Dex 11, Con 20, Int 8, Wis 12, Cha 
  13 
  SQ tanar’ri traits  
  Feats Improved Bull Rush, Power Attack, Run, Track  
  Skills Intimidate +3, Jump +17, Listen +13, Search 
  +11, Spot +13, Survival +13, Tumble +8 
  Possessions full plate, masterwork lance, 
  masterwork heavy flail, composite longbow (+5 
  strength bonus) with 20 arrows  
  Air Walk (Su) An armanite can use air walk, as the 
  spell of the same name, for up to one hour per day. 
  This time need not be consecutive. 
  Cavalry Charge (Ex) An armanite is considered to be 
  mounted for determining the effects of charge 
  attacks with lances. An armanite gains a +4 bonus 
  on attack rolls when charging with a lance and 
  does not take a penalty to its Armor Class as a 
  result of its charge. 
  Sparkbolt (Su) An armanite can charge arrows it 
  shoots from any bow with electrical energy at will. 
  Arrows fired by an armanite gain a +1 
  enhancement bonus and the shocking burst 
  weapon quality. 
   
   
   
  KET7-07 Balance of Ket 
   
  Page 33 
  
  APL 8 
  1: TAVERN 
   
   
   
  ARMEEN, BONDO, CASPAR, DAVOOD  CR 8 
  Male Human (mixed) rogue 5/assassin 
  2/shadowdancer 1 
  NE Medium humanoid (human) 
  Init +3; Senses Listen -1, Spot +3 
  Languages Common, Ancient Baklunish 
  AC 15, touch 13, flat-footed 12 
   (+3 Dex, +2 armor) 
  hp 51 (8 HD); 
  Fort +3 (+4 against poison), Ref +12, Will +0 
  Speed 30 ft. (6 squares); 
  Melee shortsword +7 (1d6/19-20) 
  Ranged thrown dagger +7 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4  
  Atk Options Death attack DC 14, sneak attack +4d6 
  Special Actions Combat Reflexes, Dodge, Mobility  
  Assassin Spells Known (CL 2nd): 
   1st (2/day)—disguise self, sleep, true strike 
  Abilities Str 10, Dex 16, Con 14, Int 14, Wis 8, Cha 
  10 
  SQ Evasion, hide in plain sight, improved uncanny 
  dodge, poison use, save against poison +1, sneak 
  attack, spell use, trap sense +1, trapfinding, 
  uncanny dodge 
  Feats Combat Reflexes, Dodge, Mobility, Weapon 
  Finesse 
  Skills Balance +16, Bluff +9, Disguise +11, Escape 
  Artist +14, Hide +14, Jump +13, Move Silently +14, 
  Open Lock +11, Perform (Dance) +6, Spot +3, 
  Tumble +16 
  Possessions Leather armor, shortsword, 3 
  daggers, thieves’ tools, spell component pouch 
   
  3: TEN PIECES OF GOLD 
   
   
   
  EBI AND FARSHAD 
  CR 6 
  Male human (Baklunish) barbarian 6 
  CE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +5 armor, +3 shield) 
  hp 59 (6 HD)  
  Fort +7, Ref +3, Will +3 
  Speed 40 ft. (8 squares) 
  Melee +1 scimitar +11/+6 (1d6+4/18-20) 
  Base Atk +6; Grp +9  
  Atk Options Cleave, Power Attack, rage 
  Abilities Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 
  10 
  SQ fast movement, illiteracy, improved uncanny 
  dodge, rage 2/day, trap sense +2, uncanny dodge 
  Feats Blind Fight, Cleave, Power Attack, Weapon 
  Focus (scimitar) 
  Skills Handle Animal +9, Intimidate +9, Jump +14, 
  Ride +12 
  Possessions +1 scimitar, +1 heavy wooden shield, 
  +1 chain shirt, dagger 
   
  8: THE GRAF COMETH 
   
   
   
  ARMANITE 
  CR 7 
  *Fiendish Codex I  
  CE Large outsider (chaotic, evil, Extraplanar, tanar’ri) 
  Init +0; Senses Darkvision 60 ft.; Listen +13, Spot 
  +13 
  Languages Abyssal; telepathy 100 ft. 
  AC 23, touch 9, flat-footed 23 
   (-1 size, +8 armor, +6 natural) 
  hp 85 (9 HD); DR 10/cold iron or good  
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +11, Ref +6, Will +7 
  Speed 40 ft. in plate armor (4 squares), base speed 
  60 ft.; Run, air walk 
  Melee mwk lance +14/+9 (2d6+7/x3) and hooves +8 
  (1d6+2) or 
  Melee heavy flail +14/+9 (2d8+7/19-20) and hooves 
  +8 (1d6+2) 
  Ranged composite longbow +9/+4 (1d8+6/x3 plus 
  1d6 electricity [plus 2d10 electricity on a critical hit])) 
  Space 10 ft.; Reach 5 ft. (10 ft. with lance) 
  Base Atk +9; Grp +18  
  Atk Options Improved Bull Rush, Power Attack, 
  cavalry charge, sparkbolt 
  Abilities Str 20, Dex 11, Con 20, Int 8, Wis 12, Cha 
  13 
  SQ tanar’ri traits  
  Feats Improved Bull Rush, Power Attack, Run, Track  
  Skills Intimidate +3, Jump +17, Listen +13, Search 
  +11, Spot +13, Survival +13, Tumble +8 
  Possessions full plate, masterwork lance, 
  masterwork heavy flail, composite longbow (+5 
  strength bonus) with 20 arrows  
  Air Walk (Su) An armanite can use air walk, as the 
  spell of the same name, for up to one hour per day. 
  This time need not be consecutive. 
  Cavalry Charge (Ex) An armanite is considered to be 
  mounted for determining the effects of charge 
  attacks with lances. An armanite gains a +4 bonus 
  on attack rolls when charging with a lance and 
  does not take a penalty to its Armor Class as a 
  result of its charge. 
  Sparkbolt (Su) An armanite can charge arrows it 
  shoots from any bow with electrical energy at will. 
  Arrows fired by an armanite gain a +1 
  enhancement bonus and the shocking burst 
  weapon quality. 
   
   
  KET7-07 Balance of Ket 
   
  Page 34 
  
  APL 10
  1: TAVERN 
   
   
   
  ARMEEN, BONDO, CASPAR, DAVOOD  
   
  CR 10 
  Male Human (mixed) rogue 5/assassin 
  4/shadowdancer 1 
  NE Medium humanoid (human) 
  Init +3; Senses Listen -1, Spot +3 
  Languages Common, Ancient Baklunish 
  AC 15, touch 13, flat-footed 12 
   (+3 Dex, +2 armor) 
  hp 63 (10 HD); 
  Fort +4 (+6 against poison), Ref +13, Will +1 
  Speed 30 ft. (6 squares); 
  Melee shortsword +9/+4 (1d6/19-20) 
  Ranged thrown dagger +9/+4 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6  
  Atk Options Death attack DC 16, sneak attack +5d6, 
  Spring Attack 
  Special Actions Combat Reflexes, Dodge, Mobility  
  Assassin Spells Known (CL 2nd): 
   2nd (2/day)—invisibility, spider climb, undetectable 
  alignment 
   1st (4/day)—disguise self, jump, sleep, true strike 
  Abilities Str 10, Dex 16, Con 14, Int 14, Wis 8, Cha 
  10 
  SQ Evasion, hide in plain sight, improved uncanny 
  dodge, poison use, save against poison +2, sneak 
  attack, spell use, trap sense +1, trapfinding, 
  uncanny dodge 
  Feats Combat Reflexes, Dodge, Mobility, Spring 
  Attack, Weapon Finesse 
  Skills Balance +16, Bluff +9, Disguise +11, Escape 
  Artist +16, Hide +16, Jump +15, Move Silently +16, 
  Open Lock +15, Perform (Dance) +6, Spot +3, 
  Tumble +18 
  Possessions Leather armor, shortsword, 3 daggers, 
  thieves’ tools, spell component pouch 
   
  3: TEN PIECES OF GOLD 
   
   
   
  EBI AND FARSHAD 
  CR 8 
  Male human (Baklunish) barbarian 8 
  CE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common  
  AC 21, touch 12, flat-footed 19 
   (+2 Dex, +6 armor, +3 shield) 
  hp 77 (8 HD); DR 1/- 
  Fort +8, Ref +4, Will +3 
  Speed 40 ft. (8 squares) 
  Melee +1 scimitar +13/+8 (1d6+4/18-20) 
  Base Atk +8; Grp +11  
  Atk Options Cleave, Power Attack, rage 
  Abilities Str 16, Dex 14, Con 14, Int 8, Wis 12, Cha 
  10 
  SQ damage reduction 1/-, fast movement, illiteracy, 
  improved uncanny dodge, rage 3/day, trap sense 
  +2, uncanny dodge 
  Feats Blind Fight, Cleave, Power Attack, Weapon 
  Focus (scimitar) 
  Skills Handle Animal +11, Intimidate +11, Jump +16, 
  Ride +15 
  Possessions +1 scimitar, +1 heavy wooden shield, 
  +2 chain shirt, dagger 
   
  8: THE GRAF COMETH 
   
   
   
  KHASTIGUR 
  CR 11 
  *Monster Manual IV  
  CE Huge outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init -1; Senses Darkvision 60 ft., scent; Listen +19, 
  Spot +19 
  Languages Abyssal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 23, touch 7, flat-footed 23 
   (-2 size, -1 Dex, +7 armor, +9 natural) 
  hp 172 (15 HD); DR 10/cold iron or good  
  Immune acid, electricity, poison 
  Resist cold 10, fire 10; SR 17 
  Fort +16, Ref +8, Will +10 
  Speed 30 ft. (6 squares) in breastplate; base speed 
  40 ft. 
  Melee gore +21 (2d6+8) and  
  2 slams +19 each (1d8+4) 
  Space 15 ft.; Reach 15 ft.  
  Base Atk +15; Grp +31  
  Atk Options Improved Bull Rush, Improved Overrun, 
  Power Attack, Powerful Charge, Quicken Spell-Like 
  Ability (teleport), aligned strike (chaotic, evil), fear 
  bolstered, stunning charge 5d6+12 
  Spell-Like Abilities (CL 18th) 
  At will-feather fall, teleport (self only) 
  Abilities Str 27, Dex 8, Con 25, Int 8, Wis 12, Cha 8 
  SQ tanar’ri traits  
  Feats Ability Focus (frightful presence), Improved Bull 
  Rush, Improved Overrun, Multiattack, Power 
  Attack, Powerful Charge, Quicken Spell-Like Ability 
  (teleport)B, Track B 
  Skills Concentration +15, Diplomacy +1, Intimidate 
  +17, Knowledge (dungeoneering) +4, Knowledge 
  (nature) +6, Knowledge (the planes) +5, Listen 
  +19, Search +8, Sense Motive +13, Spellcraft +8, 
  Spot +19, Survival +19 (+21 on other planes, +21 
  following tracks, +21 in aboveground 
  environments, +21 underground) 
  Possessions +2 breastplate  
  Frightful Presence (Su) A khastigur can inspire 
  terror by charging or attacking. Affected creatures 
  must succeed on a DC 18 Will save or become 
  shaken, remaining in that condition as long as they 
  remain within 60 feet of the khastigur. The save DC 
  is Charisma based and includes the bonus from the 
  Ability Focus feat. 
  KET7-07 Balance of Ket 
   
  Page 35 
  
  Fear Bolstered (Ex) A khastigur delights in attacking 
  terrified opponents and gains a +2 bonus on attack 
  rolls against shaken, frightened or panicked 
  creatures. 
  Stunning Charge (Ex) A khastigur typically begins a 
  battle by charging at an opponent. In addition to the 
  normal benefits and hazards of a charge, this 
  allows the khastigur to make a single gore attack 
  with a +23 attack bonus that deals 5d6+12 points 
  of damage. The struck creature must succeed on a 
  DC 25 Fortitude save or be stunned for one round. 
  The save DC is Strength based. 
   
   
   
  KET7-07 Balance of Ket 
   
  Page 36 
  
  KET7-07 Balance of Ket 
   
  Page 37 
  APL 12 
  1: TAVERN 
   
   
   
  ARMEEN, BONDO, CASPAR, DAVOOD  
   
  CR 13 
  Male Human (mixed) rogue 5/assassin 
  7/shadowdancer 1 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +5, Spot +3 
  Languages Common, Ancient Baklunish 
  AC 15, touch 13, flat-footed 12 
   (+3 Dex, +2 armor) 
  hp 81 plus 13 temporary (13 HD); 
  Fort +5 (+8 against poison), Ref +14, Will +2 
  Speed 30 ft. (6 squares); 
  Melee shortsword +11/+6 (1d6/19-20) 
  Ranged thrown dagger +11/+6 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +8  
  Atk Options Death attack DC 19, sneak attack +7d6, 
  Spring Attack 
  Special Actions Combat Reflexes, Dodge, Mobility  
  Assassin Spells Known (CL 2nd): 
  3rd (2[0]/day)—deep slumber, false life�, 
  nondetection� 
  2nd (4/day)—darkness, invisibility, spider climb, 
  undetectable alignment 
   1st (4/day)—disguise self, jump, sleep, true strike 
  �Already cast 
  Abilities Str 11, Dex 16, Con 14, Int 14, Wis 8, Cha 
  10 
  SQ Evasion, hide in plain sight, improved uncanny 
  dodge, poison use, save against poison +3, sneak 
  attack, spell use, trap sense +1, trapfinding, 
  uncanny dodge 
  Feats Blind-Fight, Combat Reflexes, Dodge, Mobility, 
  Spring Attack, Weapon Finesse 
  Skills Balance +16, Bluff +9, Disguise +11, Escape 
  Artist +19, Hide +19, Jump +18, Listen +5, Move 
  Silently +19, Open Lock +15, Perform (Dance) +6, 
  Spot +3, Tumble +21 
  Possessions Leather armor, shortsword, 3 daggers, 
  thieves’ tools, spell component pouch 
   
  3: TEN PIECES OF GOLD 
   
   
   
  EBI AND FARSHAD 
  CR 10 
  Male human (Baklunish) barbarian 10 
  CE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common  
  AC 22, touch 12, flat-footed 20 
   (+2 Dex, +6 armor, +4 shield) 
  hp 95 (10 HD); DR 2/- 
  Fort +9, Ref +5, Will +4 
  Speed 40 ft. (8 squares) 
  Melee +1 scimitar +16/+11 (1d6+5/15-20) 
  Base Atk +10; Grp +14  
  Atk Options Cleave, Power Attack, rage 
  Abilities Str 18, Dex 14, Con 14, Int 8, Wis 12, Cha 
  10 
  SQ damage reduction 2/-, fast movement, illiteracy, 
  improved uncanny dodge, rage 3/day, trap sense 
  +3, uncanny dodge 
  Feats Blind Fight, Cleave, Improved Critical (scimitar), 
  Power Attack, Weapon Focus (scimitar) 
  Skills Handle Animal +13, Intimidate +13, Jump +19, 
  Ride +17 
  Possessions +1 scimitar, +2 heavy wooden shield, 
  +2 chain shirt, gauntlets of strength +2, dagger 
   
  8: THE GRAF COMETH 
   
   
   
  KHASTIGUR 
  CR 11 
  *Monster Manual IV  
  CE Huge outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init -1; Senses Darkvision 60 ft., scent; Listen +19, 
  Spot +19 
  Languages Abyssal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 23, touch 7, flat-footed 23 
   (-2 size, -1 Dex, +7 armor, +9 natural) 
  hp 172 (15 HD); DR 10/cold iron or good  
  Immune acid, electricity, poison 
  Resist cold 10, fire 10; SR 17 
  Fort +16, Ref +8, Will +10 
  Speed 30 ft. (6 squares) in breastplate; base speed 
  40 ft. 
  Melee gore +21 (2d6+8) and  
  2 slams +19 each (1d8+4) 
  Space 15 ft.; Reach 15 ft.  
  Base Atk +15; Grp +31  
  Atk Options Improved Bull Rush, Improved Overrun, 
  Power Attack, Powerful Charge, Quicken Spell-Like 
  Ability (teleport), aligned strike (chaotic, evil), fear 
  bolstered, stunning charge 5d6+12 
  Spell-Like Abilities (CL 18th) 
  At will-feather fall, teleport (self only) 
  Abilities Str 27, Dex 8, Con 25, Int 8, Wis 12, Cha 8 
  SQ tanar’ri traits  
  Feats Ability Focus (frightful presence), Improved Bull 
  Rush, Improved Overrun, Multiattack, Power 
  Attack, Powerful Charge, Quicken Spell-Like Ability 
  (teleport)B, Track B 
  Skills Concentration +15, Diplomacy +1, Intimidate 
  +17, Knowledge (dungeoneering) +4, Knowledge 
  (nature) +6, Knowledge (the planes) +5, Listen 
  +19, Search +8, Sense Motive +13, Spellcraft +8, 
  Spot +19, Survival +19 (+21 on other planes, +21 
  following tracks, +21 in aboveground 
  environments, +21 underground) 
  Possessions +2 breastplate  
  Frightful Presence (Su) A khastigur can inspire 
  terror by charging or attacking. Affected creatures 
  must succeed on a DC 18 Will save or become 
  shaken, remaining in that condition as long as they 
  remain within 60 feet of the khastigur. The save DC 
  
  is Charisma based and includes the bonus from the 
  Ability Focus feat. 
  Fear Bolstered (Ex) A khastigur delights in attacking 
  terrified opponents and gains a +2 bonus on attack 
  rolls against shaken, frightened or panicked 
  creatures. 
  Stunning Charge (Ex) A khastigur typically begins a 
  battle by charging at an opponent. In addition to the 
  normal benefits and hazards of a charge, this 
  allows the khastigur to make a single gore attack 
  with a +23 attack bonus that deals 5d6+12  points 
  of damage. The struck creature must succeed on a 
  DC 25 Fortitude save or be stunned for one round. 
  The save DC is Strength based. 
   
   
  KET7-07 Balance of Ket 
   
  Page 38 
  
  APPENDIX 2: NEW RULES ITEMS 
  MUNDANE EQUIPMENT 
  Snap-tong (exotic) 
  Cost: 250 gp 
  Damage (medium): 1d10 
  Critical: x2 
  Weight: 10 lb. 
  Type: Piercing 
   
  This short polearm ends in a sharp spike that has 
  one or more crescent-shaped pincers designed close 
  around it. A proficient wielder that hits an opponent of 
  at least one size smaller can attempt to start a grapple as 
  a free action without provoking an attack of 
  opportunity. If the wielder gets a hold, the snap-tong 
  grabs the opponent and deals 1d10 points of damage 
  (plus the wielder’s Strength modifier) each round the 
  hold is maintained. 
   
  Source: Fiendish Codex I 51 
   
  Tri-blade (exotic) 
  Cost: 35 gp 
  Damage (medium): 2d4 
  Critical: x2 
  Range Increment: 20 ft. 
  Weight: 3 lb. 
  Type: Slashing 
   
  This thrown weapon consists of a three-bladed 
  wedge launched from a slinglike device. Rutterkins 
  usually carry five of these for use in ranged combat. 
   
  Source: Fiendish Codex I 51 
   
  KET7-07 Balance of Ket 
   
  Page 39 
  
  APPENDIX 3: KET LAWS 
   
  For minor crimes (sentences of 10 TUs stock time or less), Threshers are able to immediately investigate the crime, 
  interview witnesses, pass judgment and carry out the sentence. For major crimes, the accused is turned over to a formal 
  court hearing before a Jurat and two mullahs. 
   
  Crime & Punishment: The punishment for many crimes, especially of assault, aggravated assault and murder, will 
  largely depend on the status of the victim. 
   
  Mitigating Circumstances: In recent times, moderate voices have convinced the Beygraf that the "all-or-nothing" 
  aspect of the justice system had become a burden to the common people. The solution was to introduce "mitigating 
  circumstances" to sentencing--given certain predetermined circumstances during the commission of the crime, the 
  convicted person will receive a reduced sentence.  
   
  Legal wrangling: Upon conviction, legal wrangling can be attempted in order to reduce the sentence when there are 
  no mitigating circumstances, or in place of mitigating circumstances. However, if a adventurer attempts legal wrangling, 
  then he or she cannot call upon mitigating circumstances as well. By making a Diplomacy or Profession (Lawyer) check at 
  DC 20 + APL, execution will be reduced to life in the mines, life in the mines will be reduced to 2 years in the mines, and all 
  other sentences reduced to half their length or half the fine, whichever is applicable. 
   
  CRIMES OF DEBT  
  Falling into Debt (Citizen): Sentenced to become 
  ushdar (indentured servant) in household of creditor 
  until Jurat has determined that worth of labour 
  performed has matched debt.  
   
  Mitigating Circumstances: None 
  Unpaid debt obtained with Fraudulent Collateral 
  (Non-Citizen): Upon determination that collateral did 
  not match worth of loan, sentenced to become qashar 
  (mine slave) until Jurat has determined that worth of 
  labour performed has matched debt.  
   
  Mitigating Circumstances: None 
  MINOR CRIMES  
  Vandalism: Fine equal to double the value of the 
  property damage, plus repair costs to owner of property; 
  or if unable to pay fine, 1 TU of court-appointed 
  indentured servitude per 10 greatshields of property 
  damage.*  
   
  Mitigating Circumstances: None 
  Tax evasion: Fine equal to double the value of the tax 
  owed, or if unable to pay fine, court-appointed 
  indentured servitude to a Citizen of Jurat’s choice, 1 TU 
  per 10 greatshields of tax owed.*  
   
  Mitigating Circumstances: None 
  Break & Enter: 2 TUs in stocks for unauthorized entry, 
  in addition to any punishment for theft.  
  Mitigating Circumstances: It was an emergency; 
  Effect: No fine or conviction 
  Theft: Fine equal to double the value of the item stolen 
  owed, plus restitution to owner of property; or if unable 
  to pay fine, court-appointed indentured servitude to 
  owner of property, 1 TU of per 10 greatshields of 
  property value*  
   
  Mitigating Circumstances: None  
  Heresy: The worship of Olidamarra is illegal in Ket, 
  punishable with 1 TU in the stocks and confiscation of 
  any materials dedicated to Olidamarra (including holy 
  symbols)  
   
  Mitigating Circumstances: None  
   
   
  CRIMES AGAINST “MONSTERS”  
  Killing of "monster": Fine (typically 100 greatshields); 
  or if unable to pay fine, court-appointed indentured 
  servitude to Citizen of Jurat’s choice, 1 TU per 10 
  greatshields of fine owed.*  
   
  Mitigating Circumstances: Any reasonable excuse; 
  Effect: No fine or conviction 
   
  CRIMES AGAINST NON-RESIDENTS  
  Aggravated Assault (lethal damage):  2 TU in stocks.  
  Mitigating Circumstances: Any reasonable excuse as 
  long as accused did not initiate the combat. Effect: No 
  fine or conviction 
  Lethal Assault (resulting in death): 10 TUs in stocks 
  [Paying for a successful raise dead reduces conviction to 
  Aggravated Assault] 
  Mitigating Circumstances: Self defense. Effect: No 
  fine or conviction 
  Kidnapping or Torture: 10 TUs in stocks 
   
  Mitigating Circumstances: None 
   
  CRIMES AGAINST RESIDENTS 
  Simple Assault (non-lethal): 2 TU in stocks 
  Mitigating Circumstances: Any reasonable excuse 
  as long as accused did not initiate the combat. 
  Effect: No fine or conviction 
  Aggravated Assault (lethal damage):  5 TUs in stocks 
  Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat 
  Effect: 2 TUs in stocks, conviction 
  for simple assault  
  Deadly 
  Assault 
  (lethal 
  damage 
  and 
  loss 
  of 
  consciousness): 5 TUs in stocks 
         
  Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat. Effect: 2 TUs in stocks, conviction for 
  simple assault  
  Kidnapping or Torture: 1 year in mines** 
   
  Mitigating Circumstances: None  
   
   
  KET7-07 Balance of Ket 
   
  Page 40 
  
  Manslaughter: 1 year in mines** 
  Mitigating Circumstances: Self defense. Effect: 10 
  TUs in stocks 
   
  CRIMES AGAINST HORSES   
  Simple Assault(non-lethal damage): 2 TU in stocks 
  Mitigating Circumstances: Self-defense, as long as 
  accused did not initiate the combat with owner of 
  horse; Effect: No fine or conviction 
  Aggravated Assault (lethal damage): 5 TUs in stocks 
  Mitigating Circumstances: Self-defense, as long as 
  accused did not initiate the combat with owner of 
  horse, and cured all lethal damage at end of 
  combat. Effect: 2 TUs in stocks, convicted of 
  simple assault 
  Deadly 
  Assault 
  (lethal 
  damage 
  and 
  loss 
  of 
  consciousness): 10 TUs in stocks 
  Mitigating Circumstances: Self-defense, as long as 
  accused did not initiate the combat with owner of 
  horse, and cured all lethal damage at end of 
  combat. Effect: 5 TUs in stocks, convicted of 
  aggravated assault  
  Horse Theft: 52 TU in stocks and fine equal to double 
  the value of the horse plus restitution to owner of horse. 
  If unable to pay fine, 52 TUs in stocks or 1 year in 
  mines** plus 1 TU of court-appointed indentured 
  servitude per 10 greatshields of value of the horse* 
  Mitigating Circumstances: To save the life of the 
  Beygraf. Effect: No penalty 
  Kidnapping or Torture: 2 years in mines** 
   
  Mitigating Circumstances: None  
  Horseslaughter: 2 years in mines** 
  Mitigating Circumstances: Self-defense, as long as 
  accused did not initiate the combat with owner of 
  horse. Effect: 10 TUs in stocks, convicted of deadly 
  assault 
   
  CRIMES AGAINST CITIZENS 
  Simple Assault (non-lethal): 2 TU in stocks 
  Mitigating Circumstances: Any reasonable excuse 
  as long as accused did not initiate the combat. 
  Effect: No fine or conviction 
  Aggravated Assault (lethal damage):  5 TUs in stocks 
  Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat. Effect: 2 TUs in stocks, conviction for 
  simple assault  
  Deadly 
  Assault 
  (lethal 
  damage 
  and 
  loss 
  of 
  consciousness): 10 TUs in stocks 
  Mitigating Circumstances: Committed in self-
  defense and cured all lethal damage at end of 
  combat. Effect: 5 TUs in stocks, convicted of 
  aggravated assault  
  Kidnapping or Torture: Life in mines** 
   
  Mitigating Circumstances: None  
   
  Murder, unpremeditated: Life in mines** [Paying for a 
  successful raise dead reduces conviction to Deadly 
  Assault] 
  Mitigating Circumstances: Self defense. Effect: 26 
  TUs in mines** 
  Murder, premeditated: Execution. [Paying for a 
  successful raise dead reduces conviction to Murder, 
  unpremeditated]  
   
  Mitigating Circumstances: None 
   
  CRIMES AGAINST THE STATE 
  Bearing of armor or weapons inside walled city or 
  town: 10 TUs in stocks 
   
  Mitigating Circumstances: None 
  Impersonation for criminal purposes***:  Execution 
   
  Mitigating Circumstances:  
   
  Impersonation of Resident: 1 TU in stocks 
   
  Impersonation of Citizen: 4 TUs in stocks 
  Impersonation of member of military unit except 
  Threshers: 10 TUs in stocks 
  Impersonation of Thresher or Jurat: 1 year in 
  mines** 
   
  Impersonation of Bey or Graf: Life in mines** 
   
  Impersonation of the Beygraf: Execution 
  Attack on military officer, government official or 
  Jurat: Look up same type of assault against Citizen and 
  double the penalty. 
   
  Mitigating Circumstances: None 
  Theft of Beygraf's property: Execution 
  Mitigating Circumstances: As determined by Jurat . 
  Effect: Life in the mines 
  Crimes against the Beygraf:  Execution 
  Mitigating Circumstances: As determined by Jurat. 
  Effect: Life in the mines 
  Treason: Execution  
   
  Mitigating Circumstances: None 
   
   
  *Only a Citizen may become an ushdar (indentured 
  servant). Residents and non-residents unable to pay fine 
  are sentenced to labour in the mines, value of their work 
  (minus cost of food) used to pay off fine. This typically 
  works out to about 30 greatshields per year. 
  **Any sentence of time in the mines includes branding 
  on right cheek and lifetime loss of Citizenship 
  ***Impersonation for purposes of entertainment or 
  satire, either public or private, is not judged to be a 
  crime. 
  KET7-07 Balance of Ket 
   
  Page 41 
  
  DM MAP: GRIFFON’S NEST TAVERN 
  A 
  H 
  X 
  X 
  X 
  X 
  X 
  X 
  Kitchen 
  Exit to Alley 
  Front Doors 
  KET7−07 Balance of Ket 
  Griffon’s Nest tavern 
  1 square = 5’ 
  A = Assassin (Waiter) 
  H = Hobgoblin 
  X  = PC 
  Pantry 
  (“Waiter” attempts 
  to get back and  
  hide in here) 
   
  KET7-07 Balance of Ket 
   
  Page 42 
  
  DM MAP: HOVEL 
   
  KET7−07 Balance of Ket 
  Hovel 
  1 square = 5’ 
  M= Morad 
  G = Guard 
  H=Half-orc 
  T=Thug 
  X = PC 
   
  X 
  X 
  X 
  H 
  Door to street 
  T 
  X 
  This door is 
  wide open 
  This door leads 
  to alley is shut 
  & barred 
  M 
  G 
  G 
  T
  G 
  X 
  KET7-07 Balance of Ket 
   
  Page 43 
  
  DM MAP: TEMPLE OF THE RESTORER 
   
   
  KET7−07 Balance of Ket 
  Temple 
  1 square = 5’ 
  D= Durva Chapel                         W= Najmeh starts here 
  M= Molvar Chapel                        X = Darosh stops wheelchair here      
  P=Polvar Chapel                          Y = Balor fight here 
  F= Falwur Chapel                         Z = Beygraf defeats Sarosh here 
  N = Nehez Capal 
  L =Lopolla (Beygraf’s) Chapel 
  6-inch steps 
  X 
  F 
  L 
  M 
  D 
  N 
  Y 
  P 
  Z 
  W 
  Where Morad gets kicked 
  Exits to street 
  (locked & warded) 
  Pillars 
   
  KET7-07 Balance of Ket 
   
  Page 44 
  
  PLAYER HANDOUT: MAP OF KET 
   
  KET7−07 Balance of Ket 
  Provinces of Ket 
   
  Polvar  
  Falwur 
  Nehez 
  Durva 
   
   
  KET7-07 Balance of Ket 
   
  Page 45 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/597/Normal Scenarios/KET7-07 - Balance of Ket (APL 2-12)/KET7-07 - Balance of Ket.pdf