TEXT: Festival Knight
  Ket Adaptation
  Page 1
  Festival Knight- Adaptation Sheet for Ket
  Location:
  The Ket Version of "Festival Knight" takes place in Adarpa, a medium sized village located in the province of
  Molvar.  The town is ruled by Bey Issa, a minor noble distantly related to the Aldeens of Molvar. There is a small
  garrison of Bey Issa’s men. In addition to that, there is also a small patrol of Threshers in the town for the festival. 
  A small temple dedicated to the True Faith can be found with in the south-west section of the village.
  There is no NPC in the village (or the Scenario) that can cast Raise Dead (or higher) spells. Thus a TU will have to
  be spent to attain such services at the end of the Scenario.
  The Villagers:
  In Adarpa, the celebrants are mostly human, with an unusually large number of dwarves (about 20%) and an
  unusually large number of halflings (about 5%).  The are no elves, half-elves, gnomes or half-orcs among the
  crowds (excepting the player’s characters, of course).
  Festival:
  The celebration itself is not directly related to Iuz.  Instead, the people of Adarpa are celebrating the
  anniversary of the defeat of Iggwilv as they have done for decades.  This day is particularly special to the dwarven
  citizens of Ket, as it was the combined army of the  dwarven strongholds and Ket that contained Iggwilv’s hordes.
  Some say this action cemented the alliance between Ket and many of the Dwarven strongholds that rim Ket. 591
  CY (2001) will mark the hundredth anniversary of Iggwilv’s defeat. Iuz’s agents have come to punish Ket on this
  important night of celebration for revoking their alliance with Iuz after the Greyhawk Wars.
  To adapt this scenario to Ket, please make the following adjustments:
  • 
  Replace all instances of ‘Iuz’ (in regards to the ceremony) in the adventure with ‘Iggwilv, the Witch Queen’.
  Any reference to ‘Knights’ in the module should be changed to something more appropriate like ‘warriors’ or
  ‘dwarves.’ ‘Knights’ are thought of in terms of the Knights of the Watch, and Ketite citizens would rather burn
  a real ‘knight’ than a puppet of a knight. It is Iggwilv that is being burned in effigy.
  • 
  Drinks are the same prices as in the PH (4 cp per mug).  This is double the normal cost for Ket.
  • 
  Once a crime has been committed, the Threshers will take over command of Bey Issa’s men. The Captain, is
  actually the lead Thresher. The Second in command, is actually the head of local troop garrison. When it comes
  to civil unrest, the Threshers will make all decisions. There are 5 Threshers (in addition to the captain) and all
  other troops are as per listed in the Scenario (except replace longswords with scimitars).
  • 
  The Temple to Rao is a Temple to the True Faith (Al’Akbar). The priests have a small supply of wolvesbane
  (belladonna).  During the combat, many of the festival goers will take shelter in the temple, and the priests will
  stay in the temple to protect them.  They have not healed Altrigan because he will recover on his own, and he
  can’t afford to purchase a restoration spell.
  • 
  Once Altrigan has been brought to the temple, the priests will provide spells for a small donation. Use standard
  RUP spell costs. For the benefit of a priest of the True Faith, the cost is half the listed RUP amount. The priests
  are willing to cast these spells for the RUP prices due the help the PCs are providing. (Assuming they are
  helping instead of making the situation worse.). Otherwise, the spells casting services will be refused.
  Old Name
  Role of NPC
  New Adapted Name
  Venito (pg 4)
  Selling hag, and monster masks
  Sasan
  Darbac Gros (pg 5)
  Master of Revels
  Hydarns, son of Bey Issa
  Caroff (pg 5)
  Runs keg cart
  Tooraj
  Eldubrais Feylight (pg 4 & 9)
  Magician entertainer
  Mashreza, the Master of Magics
  Melick (pg 5)
  Melick’s pub
  Azara’s Kitchen
  Ebby (pg 5)
  Bard in tavern
  Sabbar of the Lute
  Captain Doran (pg 5)
  Captain of the Guard
  Parviz al’Thresher (stats below)
  Lieutenant Eamon (pg 6)
  2nd in command of Guards
  Kaveh (stats below)
  Kennik (pg 6)
  Temple priest (7th level)
  Ramdin al’Mullah (stats below)
  Caertim (pg 6)
  Temple priest (2th level)
  Aziz al’Mullah (stats below)
  
  Festival Knight
  Ket Adaptation
  Page 2
  Altrigan Werebane (unchanged)
  Werewolf hunter
  Altrigan Werebane An obvious foreigner who
  has followed Markun from Furyondy
  Noblish, a goblin (pg 9-10)
  Gnomish Lamp Maker
  Noblish, the gnome
  Brevis (pg 11)
  Parade Leader
  Banugushnasp (Female)
  Krobid and Castcot (pg 12)
  Bear Trainers
  Koorosh and his assistant, Cotys
  Villains
  Villains
  All unchanged
  
  Festival Knight
  Ket Adaptation
  Page 3
  Law and Punishment
  Attacking people in town just because the PCs think it is a good idea, will result in harsh punishment by the
  law. Astin has not earned a death sentence, especially from the PCs. If a character kills Astin, that character will
  have his weapon confiscated and go into the stocks for the rest of the adventure. If the PCs kill the shadowclaw
  agents after they have attacked the townsfolk, then the PCs will only be reprimanded for preventing their proper
  (more painful) punishments.  Killing other NPCs will result in the offending PC(s) being permanently sent to the
  mines. The were-creatures are considered monsters, not people, so the above does not apply.
  NPC Stat Blocks  (Townspeople only)
  Parviz al’Thresher, human baklunish male
  Ftr4/Clr1: CR 5; Medium Humanoid (6 ft. 1 in.);
  HD 4d10+1d8+5; hp 33; Init +1 (Dex); Spd 30 ft.;
  AC 16 (+5 Breastplate, +1 Dex); Atks +7 melee
  (2d4+5 [crit 18-20], falchion) or +5 ranged (1d8 [crit
  19-20], light crossbow); AL LN; Fort +7, Ref +2,
  Wil +4.
  Str 14, Dex 12, Con 12, Int 10, Wis 13, Cha 12.
  Skills: Handle Animal +5, Intimidate (cc) +4,
  Jump +4, Knowledge (Local) (cc) +3, Knowledge
  (Religion) +2, Ride +5; Feats: Cleave, Expertise,
  Great Cleave, Power Attack, Weapon Focus
  (falchion), Weapon Specialisation (falchion).
  Possessions: falchion, crossbow, 20 bolts,
  breastplate armour, money pouch with 32 gp, 4 sp.
  Domains: Law, Protection.
  Spells 
  Prepared: 
  (Clr 
  3/1+1+d) 
  0-level:
  Guidance x3, 1st-level: Bless, Divine Favour,
  Protection from Chaos (d).
  Kaveh, human baklunish male Ftr4: CR 4;
  Medium Humanoid (5 ft. 6 in.); HD 4d10; hp 26; Init
  +2 (Dex); Spd 30 ft.; AC 19 (+5 chainmail, +2 large
  steel shield, +2 Dex); Atks +6 melee (1d6+1 [crit 18-
  20], scimitar) or +7 ranged (1d8+1 [crit 19-20], light
  crossbow); AL LN; Fort +4, Ref +3, Wil +2.
  Str 12, Dex 15, Con 10, Int 11, Wis 12, Cha 9.
  Skills: Climb +7, Forgery(cc) +3, Handle
  Animal +5, Ride +5; Feats: Dodge, Far Shot, Point
  Blank Shot (included above), Weapon Focus
  (scimitar), Weapon Focus: (crossbow).
  Possessions: scimitar, crossbow, 20 bolts,
  chainmail armour, large steel shield, money pouch
  with 15 gp.
  Threshers (5) human male Ftr2: CR 2; Medium
  Humanoid (5 ft. 8 in.); HD 2d10+2; hp 16; Init +1
  (Dex); Spd 30 ft.; AC 17 (+5 chainmail, +1 small
  steel shield, +1 Dex); Atks +4 melee (1d6+1 [crit 18-
  20], scimitar) or +3 ranged (1d8+1 [crit 19-20], light
  crossbow); AL LN; Fort +4, Ref +1, Wil +0.
  Str 12, Dex 13, Con 12, Int 8, Wis 10, Cha 9.
  Skills: Search (cc) +1, Spot (cc) +3, Knowledge
  (Local) +2; Listen (cc) +3; Feats: Alertness, Quick
  Draw, Toughness, Weapon Focus (scimitar).
  Possessions: scimitar, crossbow, 10 bolts,
  chainmail armour, small steel shield, money pouch
  with 15 cp.
  Ramdin al’Mullah, human baklunish male Clr 7:
  CR 7; Medium Humanoid (5 ft. 6 in.); HD 7d8; hp
  33; Init +0 (Dex); Spd 30 ft.; AC 10; Atks +5 melee
  (2d4 [crit 18-20], falchion); AL LN; Fort +5, Ref +2,
  Wil +8.
  Str 10, Dex 11, Con 10, Int 11, Wis 16, Cha 12.
  Skills: Concentration +2, Diplomacy +3, Heal
  +9, Knowledge (religion) +6, Knowledge (Local)
  (cc) +5, Spellcraft +4; Feats: Martial Weapon
  Proficiency (Falchion), Extend Spell, Enlarge Spell,
  Maximize Spell.
  Possessions: Priestly robes, falchion, money
  pouch with 9gp, 9sp, 10cp.
  Domains: Healing, Law.
  Spells: 6/4+1+d/3+1+d/2+1+d/1+d: 1st lvl- Cure
  Light Wounds (d), 2nd lvl- Cure Moderate Wounds
  (d), 3rd- Magic Circle against Chaos (d), 4th lvl-
  Order’s Wrath (d)*.
  * See below
  Aziz al’Mullah, human male Clr 2: Cr 2; Medium
  Humanoid (5 ft. 6 in.); HD 2d8; hp 11; Init +0 (Dex);
  Spd 30 ft.; AC 10; Atks +1 melee (1d8, morningstar);
  AL LN; Fort +3, Ref +0, Wil +5.
  Str 10, Dex 11, Con 10, Int 11, Wis 15, Cha 12.
  Skills: Diplomacy +5, Heal +4, Knowledge
  (religion) +7, Spellcraft +5; Feats: Skill Focus
  (Knowledge: Religion), Extra turning.
  Possessions: Priestly robes, morningstar, money
  pouch with 9sp, 10cp.
  Domains: Healing, Law.
  Spells: (4/2+1+d): 1st-level: Protection from
  Chaos (d)*.
  * The remaining spells are unprepared and thus can
  be cast after 15 minutes of preparation time. This
  gives the priests maximum flexibility in their spell
  selection.
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/591/Normal Scenarios/Ket Adaptation Sheets/Ket - Festival Knight Adaptation.pdf