TEXT:  
   
  Unguarded Hoard  
  Lands of Mystery 
  A Living Kingdoms of Kalamar 
  Retail Adventure Adaptation 
  by LKoK Staff 2006 
   
   
   
   
   
   
  - 1 - 
  
  What is a Living Kingdoms of Kalamar Retail 
  Adventure Adaptation? 
  An adaptable adventure is an adventure that is sold 
  through Kenzer and Company and, in combination with 
  its adaptation documentation, is played within the Living 
  Kingdoms of Kalamar campaign environment.  These are 
  special “bonus” adventures designed to increase play 
  opportunities, offer extra gold and experience, and allow 
  exploration of other lands within the continent of Tellene 
  and the Kingdoms of Kalamar Campaign Setting™.  Due 
  to this ideology, the adapted adventures sort of exist 
  outside of the current continuity of the Living campaign, 
  in that the plot of an adapted adventure does not have 
  any significant impact on the plot, timeline, or continuity 
  of the standard Living Kingdoms of Kalamar adventures, 
  yet the experience and treasure earned in an adaptable 
  is retained just as though it were a standard Living 
  adventure. 
  No ordering or reporting of a Living Kingdoms of Kalamar 
  adaptable adventure is required.  If you own the 
  adventure, have a copy of its adaptation documents, and 
  four to six players, you are ready to run an adapted 
  adventure. 
  Many times the challenges presented within the 
  adaptation will seem quite difficult.  Thus it is strongly 
  suggested that a full table of six players be used when 
  playing an adapted adventure.  Also, the rewards for 
  overcoming these challenges are a bit better than what is 
  usually found in the standard adventures, so the 
  increased challenge is not without merit. 
   
  What’s in an Adaptation? 
  This is the Adaptation document, which details each 
  encounter found in the adventure and any changes made 
  to them to allow play within the Living Kingdoms of 
  Kalamar 
  play 
  environment. 
   
  NPC 
  and 
  Monster 
  information may be found in the Encounter document for 
  this adventure.  (For this adventure, the Encounter 
  document is included at the end.)  Campaign certificates 
  may be found in the Cert document for this adventure. 
   
  Calculating Average Table Level (ATL) 
  LKoK uses Average Table Level (ATL) rather than 
  Average Party Level (APL) in an effort to offer 
  challenging adventures without massacring smaller or 
  imbalanced tables.  In order to calculate the ATL for a 
  table, the levels of all the player-characters are added 
  together.  That number is divided by six regardless of 
  how many player-characters there actually are. This 
  number constitutes the party’s ATL (rounded to the 
  closest integer).  If that number is not offered in the 
  adventure, the players may choose if they play up (a 
  higher ATL) or down (a lower ATL).  It is against the spirit 
  of the campaign to deny a player an open spot at a table 
  in an effort to maximize the treasure for the other players 
  at the table.  Twelve players should play in 2 tables of 6 
  not 3 tables of four. 
   
  Once you calculate the ATL write it down here as you will 
  need it later to determine what level of encounters the 
  PC’s will face. 
   
  - 2 - 
  
  ATL_____ 
  About Unguarded Hoard 
  This is an exploratory/mini-dungeon crawl type of 
  adventure.  It generally requires between 4 to 6 hours for 
  completion, though different groups may play and move 
  through the adventure at varying speeds. 
   
  Scaling this adventure for different ATL’s: 
  The number of enemies in each encounter is consistent 
  for every ATL; only the difficulty and number of 
  encounters increases.  A copy of the Monster Manual 
  may be required for some of the encounters as will a 
  copy of the Dungeon Master’s Guide. 
   
  How to use this document: 
  All important information and treasure is listed by 
  encounter, and experience is calculated at the end of the 
  document.  Additionally, all certs are listed with location 
  and gp value. 
   
  There are many changes to the amount and type of 
  treasure that characters may find.  The only treasures 
  listed in this document are those items that would have 
  some material value if sold to NPCs and would not 
  disrupt the campaign economy.  If an item appears in the 
  adventure, but is not in this document, then the 
  characters should not discover it.  Every effort has been 
  made to make this document as inclusive as possible, 
  but it should be understood that some treasures are far 
  too valuable and/or powerful to be included in the Living 
  campaign environment. 
   
  Encounter Adaptations for Unguarded Hoard 
   
  Introduction 
  If possible, the judge should get copies of the PC’s 
  character sheets in order to present the adventure in the 
  best way possible.  If this is not an option, or there is not 
  enough time to get a copy of their character sheets, then 
  it is suggested that the judge use DMG Tables 4-12 
  through 4-22 to find suitable counterparts. 
   
  Background 
  As described. 
   
  Adventure Synopsis 
  As described. 
   
  Adventure Hooks 
  This adventure takes place in Svimohzia.  How the PCs 
  arrive in Svimohzia (and the implications of such a trip) is 
  up to the judge, as long as the trip is uneventful and 
  completely roleplaying flavor.  The Adaptable Director 
  suggests simply overlooking such details for the sake of 
  expediency and to get to the heart of the adventure, but 
  for those who appreciate travel plot hooks, you could 
  have a Svimohzish sea merchant require the services of 
  the PCs in exchange for a free round-trip vacation to the 
  city of Bronish. 
   
  Note that the dragon Rhingoryx is well known throughout 
  Bronish, and the PCs may learn some of the history of 
  - 3 - 
  
  Bronish and the gold dragon before they arrive due to 
  their travel to Svimohzia. 
   
  During their time in Bronish, the PC’s may purchase any 
  non-restricted item listed in the Player’s Handbook v.3.5 
  (Core Rulebook I) and the Kingdoms of Kalamar Player’s 
  Guide, as well as any Svimohzish flavored items out of 
  Goods and Gear.  There are no magical items available 
  for purchase, but the vendors may try to make the PC’s 
  believe their wares are magical. 
   
  Once in Bronish, the judge should use Adventure Hook 1, 
  a halfling named Nolan is seeking adventurers to deliver 
  a message to the city guardian, and the PC’s seem likely 
  candidates for the job.  This takes place during… 
   
  The Proposition 
  Note that Nolan does not reveal too much information, 
  and that the message is sealed with wax inside a scroll 
  tube.  Payment is 20 gp per person.  A Diplomacy check 
  may increase the amount of payment as follows (one PC 
  makes a single check, no aiding allowed): 
  • DC 10: 25 gp 
  • DC 15: 30 gp 
  • DC 20: 35 gp 
  • DC 25: 40 gp 
  • DC 30: 45 gp 
  • DC 35: 50 gp 
   
  The judge may give circumstance bonuses for good 
  roleplaying on the player’s behalf, but remember the job 
  is to simply deliver a message to a friendly (but powerful) 
  dragon. 
   
  If the PC’s agree, Nolan provides a small map (located 
  on page IQ16 in the ImageQuest of the adventure), as 
  well as a brief description of the entrance to the dragon’s 
  lair (covered in the Dragon’s Lair encounter on page 48 
  in the adventure). 
  A guide is provided at no charge if the PC’s request one, 
  as written in the adventure. 
   
  No details about the contents of the message are given, 
  and the only way for the PC’s to discover what the 
  message says is to break open the seal, as Nolan will not 
  divulge that information. 
   
  The Merry Merchant 
  The stats regarding the strongbox of The Merry Merchant 
  are as written and it contains the following instead of 
  what is listed: 
  • 528 cp, 113 sp, 134 gp (the coin earned by the 
  tavern) 
  • a masterwork kama (certed) 
  • a leather bag holding 800 gp worth of jewelry 
  wrapped in silk (belonging to Verlo’s late wife) 
  • a man’s wedding ring (belonging to Verlo, who 
  cannot bring himself to part with it, certed) 
  • a Potion of Invisibility (certed) 
   
  - 4 - 
  
  The Sea Breeze 
  The stats regarding the strongbox of The Sea Breeze are 
  as written and it contains the following instead of what is 
  listed: 
  • 258 cp, 94 sp, 89 gp (the coin earned by the 
  tavern that week) 
  • 335 gp worth of jewelry 
  • a Scroll of Cure Light Wounds (certed) 
  • a Scroll of Hold Person (certed) 
   
  The Trek to the Cave 
  The number of enemy encounters faced depends on 
  ATL: 
  • ATL 1-3: Brigands 
  • ATL 5-7: Brigands and Hobgoblins 
  • ATL 9: Brigands, Hobgoblins, and Lizardfolk 
   
  The pilgrims are encountered at all ATL’s.  See the 
  Encounters document for combat statistics.  The 
  pilgrims should be encountered first, and they are 
  completely naïve and oblivious to the dangers of traveling 
  the Dragon Road.  If the PC’s offer their protection, the 
  pilgrims are unable to offer anything but their gratitude for 
  the safe journey.  If the PC’s accompany them anyway, 
  they have found a way to gain bonus experience at the 
  end of the adventure.  The bonus experience is directly 
  tied to the number of pilgrims that survive the trip, so the 
  judge should feel free to describe the pilgrim’s 
  helplessness during the following combat encounters and 
  make them out to be in need of constant protection. 
  Brigands 
  This encounter occurs during the day while on the road in 
  the Whisvomi Forest.  Remove the 11 ep and instead 
  add 19 gp to the group’s treasure.  They appear at all 
  ATL’s.  Stats and possessions are listed in the 
  Encounters document. 
   
  Hobgoblins 
  This encounter occurs during the day while on the road 
  near the edge of the Whisvomi Forest.  They only appear 
  at ATL’s 5-9.  Stats and possessions are listed in the 
  Encounters document. 
   
  Lizardfolk 
  This encounter occurs at night during first watch when 
  camped in the Whisvomi Hills.  These lizardfolk are flesh-
  eaters and are on the hunt.  Should six or more of their 
  numbers fall during combat, the rest flee.  They only 
  appear at ATL 9.  Stats and possessions are listed in the 
  Encounters document. 
   
  Pilgrims 
  These are true commoners who cower and huddle 
  together during combat, offering whatever they can to 
  their enemies so long as it will keep them alive and 
  together as a family.  The judge should not make them 
  automatic targets in every encounter, but make sure the 
  PC’s understand that the enemies do threaten them by 
  having one or two run up to the family and then “miss” 
  with their attack.  Allow the PC’s to truly play the heroes 
  - 5 - 
  
  they are meant to be and rescue the family from certain 
  death. ☺ 
   
  Of course, if the PC’s do not move to save or protect the 
  family, the judge should also feel free to begin really 
  attacking them (especially with the lizardfolk, who are 
  true savages), and hindering the amount of bonus 
  experience the PC’s potentially earn. 
   
  Dragon’s Lair 
  The dead hobgoblin’s possessions are the same as 
  those for the hobgoblins found in the encounter for The 
  Trek to the Cave. 
   
  A Surprise Encounter 
  Here is where the judge will use either the character 
  sheets of the PC’s or the supplemental adventuring party 
  listed in the Encounters document.  The adventuring 
  party that has arrived to steal the dead dragon’s hoard is 
  meant to be identical in skill and strength to the PC’s, but 
  they have hired two Men-at-Arms NPC’s to help haul the 
  treasure out of the cave.  The judge should enjoy running 
  less scrupulous versions of the PC’s against them, and 
  the PC’s should get a taste of how powerful they really 
  are.  This adventuring party is interested only in obtaining 
  the treasure for themselves and they aren’t interested in 
  splitting the hoard or parleying, and will only surrender or 
  flee if the battle turns hopelessly against them.  In most 
  cases, their alignments should be non-good, perhaps 
  even evil.  Should this result in a mechanics problem 
  (such as one of the PC’s is a paladin, and thus there is 
  no easy way to justify a non-good paladin), the judge 
  may replace that character with a comparable one from 
  the supplemental adventuring party listed in the 
  Encounters document. 
   
  If the judge uses the supplemental adventuring party 
  instead of the PC’s, it is recommended that the two 
  parties be equal in number before adding the Men-at-
  arms, i.e. if there are four or five PC’s, then there should 
  be four or five opponents of equivalent classes plus the 
  two Men-at-Arms.  If there are six PC’s, then the full 
  supplemental adventuring party plus the two Men-at-
  Arms should be used. 
   
  Have fun with this encounter, as it allows for an answer 
  to the question of who would beat who in a fight. ☺ 
   
  The Dragon’s Pet 
  Stats are listed in the Encounters document.  If a PC 
  makes a DC 24 Knowledge: Arcana check OR can make 
  two Knowledge: Monsters checks (the first at DC 20, the 
  second at DC 25; the second check is made only if the 
  first succeeds), then the PC identifies the creature as a 
  rock serpent and recalls that the brain of a rock serpent 
  can be used to make a ring of spell storing.  They earn 
  the Brain of a Rock Serpent cert.  These checks may 
  be aided.  If any PC decides to take the creature with 
  them back to Bronish or even Pekal, there are people 
  able to identify the creature for them. 
   
   
  - 6 - 
  
  Main Chamber 
  The answer to the riddle must be spoken in Low Elven.  
  The judge is encouraged to only accept the answer as it 
  is written in the adventure (this is a dragon’s hoard, after 
  all), but it is up to the judge’s discretion whether or not a 
  particular answer is acceptable.  Also, the PC’s should 
  not take overly long at trying to solve this riddle, as the 
  dragon’s mate will return soon enough.  Fifteen to twenty 
  minutes, depending on how long the adventure has taken 
  so far to run, should be plenty of thinking time.  During 
  this time, Dharingaryx arrives in bird form, flitting about 
  the cave being a bird while observing the PC’s.  
  Encourage them to role-play among themselves and 
  have Dharingaryx listen to their conversation to 
  determine their intentions.  Any comments about the 
  treasure not being their purpose causes her to fly out of 
  the cave, and the judge should move to The Return of 
  the Mate.  If the PC’s manage to solve the riddle, move 
  to Winning the Hoard.  If the PC’s do not manage to 
  solve the riddle and sufficient time has passed or time is 
  short, then move to The Return of the Mate, but 
  Dharingaryx is more cautious and questions the PC’s to 
  determine their intentions. 
   
  Winning the Hoard 
  Should the PC’s solve the riddle and open the door to 
  Rhingoryx’s hoard, the judge is encouraged to describe 
  the riches that lay within as they are listed in the 
  adventure, but the PC’s are encouraged to pick out items 
  pictured 
  in 
  the 
  ImageQuest 
  illustration 
  for 
  their 
  description.  Allow each PC to pick one item pictured and 
  a bit of time for them to revel in their findings, as the 
  dragon’s mate, Dharingaryx, returns shortly after the 
  PC’s gain entrance to the hoard. 
   
  Should the PC’s take too long in their attempt to solve the 
  riddle (or give up for any reason), Dharingaryx will show 
  up to enquire of what they are doing there. 
   
  The Return of the Mate 
  Dharingaryx wants to gauge the PC’s and determine their 
  intentions.  If the PC’s treat her in a friendly manner, she 
  asks them for their aid (as written in the adventure).  If 
  the PC’s reveal they defended the hoard from would-be 
  thieves, she reveals her true form and offers the PC’s 
  rewards. 
   
  ATL’s 1 - 3 
  Each PC may choose to accept 500 gp OR one of the 
  following certed items: 
  • Potion of Cure Moderate Wounds x2 
  • Potion of Haste 
  • Potion of Enlarge Person  
  • Potion of Spider Climb 
  • Winter’s Fang (+1 Dagger) 
   
  ATL’s 5-7 
  Each PC may choose to accept 1000 gp OR one of the 
  following certed items: 
  • Potion of Cure Serious Wounds x2 
  • Potion of Haste 
  - 7 - 
  
  • Potion of Barkskin +3 
  • Ring of Feather Falling 
  • Winter’s Fang (+1 Dagger) 
   
  ATL 9 
  Each PC may choose to accept 1500 gp OR one of the 
  following certed items: 
  • Potion of Cure Serious Wounds x 2 
  • Ring of Feather Falling 
  • Ring of Sustenance 
  • Periapt of Health 
  • Winter’s Fang (+1 Dagger) 
   
  All the PC’s gain the Spirit of Rhingoryx cert regardless 
  of ATL. 
   
  If instead the PC’s think to kill Dharingaryx and keep the 
  hoard for themselves, warn them that this would be 
  considered a very evil act and would result in a one-step  
  alignment shift towards evil just for attacking, and a 
  complete shift to evil if they succeed in killing 
  Dharingaryx.  This is due to not only leaving Bronish 
  unguarded, but also due to the severe disruption of 
  power struggles not only in Rhingoryx’s lands, but 
  Dharingaryx’s lands as well.  This would result in a great 
  amount of suffering, violence, and shifts in political and 
  natural boundaries across a widespread area.  To do 
  such a thing is an act of unspeakable evil that has not 
  been seen in a very long time, and as such justifies a 
  complete shift in alignment to evil, even if the PC is of 
  good alignment (and really, a good character should not 
  even begin to approach such thoughts in the first place!) 
   
  If despite such warning the PC’s continue with their 
  attack, then pull no punches.  Dharingaryx will do 
  everything in her power to destroy these despicable, 
  greedy, traitorous deceivers, but she is smart enough to 
  know she can best these wretches when at full strength 
  and will retreat if things get very dire.  If she does retreat, 
  extend the adventure just long enough for her to recover 
  back to full strength and then have her hunt them down 
  and obliterate the PC’s.  She will even follow them back 
  to Pekal if necessary to exact her vengeance. 
   
  Concluding the Adventure 
  The PC’s are welcome to give Dharingaryx the message 
  they were sent to deliver, at which time the PC’s will learn 
  its contents if they did not already break the seal and 
  read it themselves.  Dharingaryx takes up Rhingoryx’s 
  protection of the city, and entreats the PC’s to deliver a 
  message to the Bronish Council of Seven stating as 
  such, as well as authenticating the PC’s actions in 
  defending Rhingoryx’s hoard.  The PC’s return to Bronish 
  and the Council declares them minor heroes, with a day 
  of celebration being held in their honor.  This is followed 
  by a week of mourning at the loss of Rhingoryx, and then 
  a week of celebration in honor of their new guardian 
  Dharingaryx.  After all of this, the PC’s then return home 
  to Pekal.  During their time in Bronish, the PC’s may 
  purchase any non-restricted item listed in the Player’s 
  Handbook v.3.5 (Core Rulebook I) and the Kingdoms of 
  - 8 - 
  
  Kalamar Player’s Guide, as well as any Svimohzish 
  flavored items out of Goods and Gear.  There are no 
  magical items available for purchase, but the vendors 
  may try to make the PC’s believe their wares are 
  magical. 
   
  Thus ends Unguarded Hoard 
   
  - 9 - 
  
  Experience Rewards 
   
  Experience Points 
   
  Tier 1     Tier 2 
  Tier 3 
   
  The Proposition:   
  Not committing any crimes 
  while in Bronish (Including 
  but not limited to robbing  
  the tavern strongboxes)   
  80 xp 
      100 xp 
  120 xp 
   
  The Trek to the Cave: 
  Defeating the Brigands  
  30 xp 
      50 xp  
  70 xp 
  Defeating the Hobgoblins 
  30 xp 
      50 xp  
  70 xp 
  Defeating the Lizardfolk  
  30 xp 
      50 xp  
  70 xp 
   
  Dragon’s Lair: 
  Defeating the adventuring party 160 xp     260 xp 
  360 xp 
  Defeating the rock serpent 
  50 xp 
      70 xp  
  90 xp 
  Solving the riddle 
   
  50 xp 
      70 xp  
  90 xp 
  Being friendly to Dharingaryx 
  50 xp 
      70 xp  
  90 xp 
   
  Discretionary Experience for  
  Role Playing 
   
   
  120 xp     180 xp 
  240 xp 
   
  Total:  
   
   
  600 xp     900 xp 
  1200 xp 
   
  Bonus Experience: 
  This experience is awarded in addition to the experience above. 
   
  One Pilgrim survived 
   
  25 xp 
      50 xp  
  75 xp 
  Two Pilgrims survived  
  50 xp 
      100 xp 
  150 xp 
  Three Pilgrims survived  
  75 xp 
      150 xp 
  225 xp 
  All Pilgrims survived 
   
  100 xp     200 xp 
  300 xp 
  No Pilgrims survived 
   
  -200 xp     -300 xp 
  -400 xp 
   
  Total Possible Experience: 
  700 xp     1100 xp 
  1500 xp 
   
   
  Experience is awarded to PCs based on the number of 
  adventures the PCs have played. Tier 1 is awarded to 
  PCs who have played up to 25 adventures. Tier 2 is 
  awarded to PCs who have played between 26 and 74 
  adventures. Tier 3 is for PCs who have played 75+ 
  adventures. 
   
  The Campaign Staff recommends that Discretionary 
  Experience for Role Playing be rewarded in full to all 
  players who engage in appropriate and game enhancing 
  role play over the course of the module. 
   
  “Eating” this adventure 
  A judge who “eats” this adventure (judges the adventure 
  without playing it first) receives the Total Possible 
  Experience Reward according to their character’s tier at 
  the time of running the adventure.  They also receive the 
  following gp reward according to their character’s tier: 
   
  Tier 1  
   
  Tier 2  
   
  Tier 3 
  200 gp 
   
  400 gp 
   
  600 gp 
   
  A judge may only receive these rewards for this 
  adventure once, and both rewards must go to the same 
  character.  Once a judge has prepared and/or “eaten” 
  this adventure, they are no longer allowed to play it within 
  the RPGA campaign, but they may judge it as many 
  more times as they wish.  There are no additional 
  character rewards for judging the adventure more than 
  once. 
  - 10 - 
  
  Encounters  
  Halfling Family 
  Small-size Halfling x4 
  Commoner1 
  Hit Dice:  
  (1d4)  
  Hit Points:  4, 4, 4, 4 
  Initiative:  +1  
  Speed:  
  Walk 20 ft.  
  AC:  
  12 (flatfooted 11, touch 12) 
  Face / 
  Reach:  
  5 ft. / 5 ft.  
  Special 
  Qualities:  
  +1 racial bonus on all saving throws, 
  +2 morale bonus on saving throws 
  against fear  
  Saves:  
  Fortitude: +1, Reflex: +2, Will: +1  
  Abilities:  
  STR 8 (-1), DEX 12 (+1), 
  CON 10 (+0), INT 10 (+0), 
  WIS 10 (+0), CHA 10 (+0)  
  Challenge 
  Rating:  
  1/2  
  Alignment:  Neutral Good  
   
   
  Fighters 
  Medium-size Male Human x3 
  Fighter1 
  Hit Dice:  
  (1d10)  
  Hit Points:  10, 10, 10 
  Initiative:  +0  
  Speed:  
  Walk 20 ft.  
  AC:  
  18 (flatfooted 18, touch 10) 
  Attacks:  
  *Longsword +3 
  Damage:  
  *Longsword 1d8+1 
  Face / 
  Reach:  
  5 ft. / 5 ft.  
  Special 
  Qualities:  
   
  Saves:  
  Fortitude: +2, Reflex: +0, Will: +0  
  Abilities:  
  STR 12 (+1), DEX 10 (+0), 
  CON 10 (+0), INT 10 (+0), 
  WIS 10 (+0), CHA 10 (+0)  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Martial Weapon 
  Proficiency, Persuasive, Run, Shield 
  Proficiency, Simple Weapon 
  Proficiency, Tower Shield Proficiency, 
  Weapon Focus (Longsword)  
  Challenge 
  Rating:  
  1  
  Alignment:  True Neutral  
  Possessions: Banded Mail; Longsword; Heavy Wooden Shield 
   
   
  Rogues 
  Medium-size Male High Elf x4 
  Rogue1 
  Hit Dice:  
  (1d6)-1  
  Hit Points:  5, 5, 5, 5 
  Initiative:  +2  
  Speed:  
  Walk 30 ft.  
  AC:  
  14 (flatfooted 12, touch 12) 
  Attacks:  
  Dagger +0; Dagger (Thrown) +2; 
  *Shortbow +2 
  Damage:  
  Dagger 1d4; Dagger (Thrown) 1d4; 
  *Shortbow 1d6 
  Vision:  
  Low-light  
  Face / 
  Reach:  
  5 ft. / 5 ft.  
  
  Special 
  Qualities:  
  +2 racial saving throw bonus against 
  enchantment spells or effects., An elf 
  who merely passes within 5 feet of a 
  secret or concealed door is entitled to 
  a Search check to notice it as if she 
  were actively looking for it., Immunity 
  to magic sleep effects., Sneak Attack 
  +1d6, Trapfinding  
  Saves:  
  Fortitude: -1, Reflex: +4, Will: +0  
  Abilities:  
  STR 10 (+0), DEX 14 (+2), CON 8 (-
  1), INT 10 (+0), WIS 10 (+0), 
  CHA 10 (+0)  
  Feats:  
  Armor Proficiency (Light), Point Blank 
  Shot, Simple Weapon Proficiency  
  Challenge 
  Rating:  
  1  
  Alignment:  True Neutral  
  Possessions: Arrow x10; Leather Armor; Dagger x3; Shortbow 
  Hobgoblins 
  Medium-size Male Ul-Karg Hobgoblin x8 
  Warrior1 
  Hit Dice:  
  (1d8)+2  
  Hit Points:  8, 8, 8, 7, 6, 6, 6, 5 
  Initiative:  +1  
  Speed:  
  Walk 30 ft.  
  AC:  
  15 (flatfooted 14, touch 11) 
  Attacks:  
  Javelin +2; *Longsword +2; ;  
  Damage:  
  Javelin 1d6; *Longsword 1d8+1; ;  
  Vision:  
  Darkvision (60')  
  Face / 
  Reach:  
  5 ft. / 5 ft.  
  Special 
  Qualities:  
   
  Saves:  
  Fortitude: +4, Reflex: +1, Will: -1  
  Abilities:  
  STR 13 (+1), DEX 13 (+1), 
  CON 14 (+2), INT 10 (+0), WIS 9 (-1), 
  CHA 8 (-1) 
  Feats:  
  Alertness 
  Challenge 
  Rating:  
  1/2  
  Alignment:  Lawful Evil  
  Possessions: Javelin; Longsword; Shield, Light; Studded Leather 
   
  Lizardfolk 
  Medium-size Male Lizardfolk x10 
  Humanoid2 
  Hit Dice:  
  (2d8)+2  
  Hit Points:  16, 16, 15, 14, 14, 14, 13, 11, 10, 10 
  Initiative:  +0  
  Speed:  
  Walk 30 ft.  
  AC:  
  17 (flatfooted 17, touch 10) 
  Attacks:  
  Javelin +1; *Bite +0; *Claw +2/+2; 
  Club +2; Club (Thrown) +1; ;  
  Damage:  
  Javelin 1d6; *Bite 1d4; *Claw 1d4+1; 
  Club 1d6+1; Club (Thrown) 1d6; ;  
  Vision:  
  Normal  
  Face / 
  Reach:  
  5 ft. / 5 ft.  
  Special 
  Qualities:  
  Hold Breath (Ex), Humanoid Traits  
  Saves:  
  Fortitude: +1, Reflex: +3, Will: +0  
  Abilities:  
  STR 13 (+1), DEX 10 (+0), 
  CON 13 (+1), INT 9 (-1), WIS 10 (+0), 
  CHA 10 (+0)  
  Feats:  
  Multiattack  
  Challenge 
  Rating:  
  1  
  Alignment:  True Neutral  
  Possessions: Javelin x2; Club; Heavy Wooden Shield 
   
  
  Rock Serpent 
  Small-size Magical Beast 
   
  Hit Dice:  4d10+4 (26hp) 
  Initiative:  +5 (+1 Dex, +4 Improved Initiative) 
  Speed:  20ft, (4 squares), burrow 20 ft. 
  AC:  18 (+1 size, +1 Dex, +6 natural), touch 12, flat-footed 17 
  Base Attack/Grapple +4/+0 
  Attack: Disintegration ray +6 ranged touch (3d6) or tail slam +6 
  melee (1d3) 
  Full Attack: Disintegration ray +6 ranged touch (3d6) or tail slam +6 
  melee (1d3) 
  Space/Reach:  10 ft (coiled)/5 ft 
  Special Attacks:  Eye ray 
  Special Qualities:  Darkvision 60ft. scent 
  Saves:  Fort +5, Ref +5, Will +1 
  Abilities: Str 10, Dex 13, Con 13, Int 2, Wis 10, Cha 6 
  Skills: Hide +5, Listen +6, Spot +5 
  Feats:  Alertness, Improved Initiative, Weapon Finesse 
  Environment: Warm and temperate underground 
  Organization: Solitary or pair  
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 5-8 HD (Medium Size); 9-12 HD (Large) 
  Level Adjustment: -  
   
  Tactics Round-By-Round 
   
  Round 1: Use disintegration rays against nearest opponent or 
  against opponent threating dragon master (if any). 
   
  Round 2: Full attack against injured enemy; or used disintegration 
  ray against enemy attacking with ranged weapon. 
   
  Round 3: Repeat from round 3, or flee if over half of its hit points are 
  lost and there is no dragon master to protect. 
   
  The rock serpent is a rare, snake-like creature that is favored 
  by certain dragons as pets and guardians for their lairs. 
   
  This mottled brown snake-like creature is typically 4 feet 
  long.  Amazingly, it has no mouth.  Instead, it feeds by shooting a 
  disintegration ray from (what appears to be) its nose slits to vaporize 
  rocks.  It then ‘breathes’ in the dust and gas through its skin for 
  sustenance. 
  The most likely creatures to have a rock serpent as a pet are 
  copper, gold, and silver dragons.  This is partially due to the fact that 
  they live in the mountains, where the rock serpent is commonly 
  found, and partially because they do not mistreat their pets, like an 
  evil dragon would. Though the creature only has animal intelligence, 
  it is very loyal to its master. 
   
  Combat 
   
  A rock serpent typically fights only to defend its territory, 
  fleeing when it looses half its hit points or more.  However, a rock 
  serpent befriended by a dragon will fight to the death to protect its 
  master, its master’s lair, or even its master’s corpse. 
   
  Disintegration Ray (Su): The rock serpent’s weapon is a 
  20-foot long disintegration ray that deals 3d6 points of damage at will 
  (Fortitude DC 12 half).  Otherwise, this works as the disintegrate 
  spell. 
   
  On Tellene 
   
  Though the rock serpent has no treasure of its own, it often 
  guards the hoards of dragons.  Svomihz wizards say that its brain 
  can be used as a component when creating a ring of spell storing, 
  which reduces the cost of the materials by 10,000 gp. 
   
   
  The Adventuring Party 
  Ideally, you should make copies of your players’ character 
  sheets and pit them against themselves.  Use their tactics 
  against them and even use tactics they wouldn’t use because of 
  their good alignments.   
   
  
   
   
   
   
   
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: 302 Victories 
  Tradable: Yes 
  Charges: N/A 
  Masterwork Kama 
  Unguarded Hoard 
  This kama shows signs of wear on the well-crafted handle, yet the blade still shines as though it 
  were new.  It is well balanced and probably very valuable to its owner both in monetary and 
  sentimental worth.  Resale Value: 151 Victories. 
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: None 
  Tradable: No 
  Charges: N/A 
  Verlo’s Wedding Band 
  Unguarded Hoard 
  You have stolen a symbol of love in the eyes of the gods.  In his grief, Verlo has cried out for justice and 
  the gods have listened.  You are now cursed to wear this ring, and nothing short of removing all your 
  fingers and thumbs or a Wish or a Miracle spell cast by a 20th-level caster will remove the ring from your 
  hand.  Even if the fingers are removed and then re-grown/reattached, the ring reappears.  This character 
  takes a -4 penalty on attack rolls, saves, ability checks, and skill checks.  Removal through Wish or Miracle 
  turns the ring into an ordinary band of worthless brass. 
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: 300 Victories 
  Tradable: Yes 
  Charges: 1 
  Potion of Invisibility 
  Unguarded Hoard 
  This vial appears to be empty, but when it is shaken, liquid can be heard sloshing around inside. 
  The “liquid” has no smell, but it is thick and tastes like beef gravy. Caster Level 3rd, lasts for 3 
  minutes.  Resale value: 150 Victories. 
  
   
   
   
   
   
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: 125 Victories 
  Tradable: Yes 
  Charges: 1 
  Scroll of Cure Light Wounds 
  Unguarded Hoard 
  Divine scroll, Caster Level 5th, 1d8+5 hit points.  Resale value: 62 Victories, 5 Seefarths. 
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: 1,000 Victories 
  Tradable: Yes 
  Charges: 1 
  Potion of Cure Moderate Wounds 
  Unguarded Hoard 
  This vial contains reddish liquid that smells and tastes like cinnamon.  Caster level 10th, 2d8+10 
  hit points.  Resale Value: 500 Victories. 
   
  Value: 10,000 Victories 
  Tradable: Yes 
  Charges: N/A 
  Brain of a Rock Serpent 
  Unguarded Hoard 
  This small brain belonged to a Rock Serpent, a unique creature to Svimhozia who has a rather 
  extraordinary method of eating.  It has no mouth, but instead shoots a disintegration ray out of its nasal 
  cavities at rocks and it then breathes in the dust and debris in the air to eat.  Harvesting the brain of such a 
  creature is quite useful to magic item creators, as it can be used as a component in making a Ring of Spell 
  Storing, reducing the cost of the materials by 10,000 Victories.  Only one brain may be used per ring.  
  Resale Value: 5,000 Victories. 
  
   
   
   
   
   
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: 1,000 Victories 
  Tradable: Yes 
  Charges: 1 
  Potion of Cure Moderate Wounds 
  Unguarded Hoard 
  This vial contains reddish liquid that smells and tastes like cinnamon.  Caster level 10th, 2d8+10 
  hit points.  Resale Value: 500 Victories. 
   
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: 1,200 Victories 
  Tradable: Yes 
  Charges: 1 
  Potion of Haste 
  Unguarded Hoard 
  This vial contains a yellow liquid that smells of lemons and tastes like onions.  Caster level 8th, 
  lasts for 8 rounds.  Resale value: 600 Victories. 
   
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: 150 Victories 
  Tradable: Yes 
  Charges: 1 
  Potion of Enlarge Person 
  Unguarded Hoard 
  This vial contains a green liquid that smells and tastes like apples.  Caster level 3rd, lasts for 3 
  minutes.  Resale Value: 75 Victories. 
   
  
   
   
   
   
   
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: 300 Victories 
  Tradable: Yes 
  Charges: 1 
  Potion of Spider Climb 
  Unguarded Hoard 
  This vial contains a black liquid that smells like licorice and tastes like ashes.  Caster level 3rd, 
  lasts for 30 minutes.  Resale Value: 150 Victories. 
   
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: 2,250 Victories 
  Tradable: Yes 
  Charges: 1 
  Potion of Cure Serious Wounds 
  Unguarded Hoard 
  This vial contains a blood red liquid that smells strongly of cinnamon and burns your throat as it 
  goes down.  Caster Level 15th, 3d8+15 hit points.  Resale Value: 1,125 Victories. 
   
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: 2,250 Victories 
  Tradable: Yes 
  Charges: 1 
  Potion of Cure Serious Wounds 
  Unguarded Hoard 
  This vial contains a blood red liquid that smells strongly of cinnamon and burns your throat as it 
  goes down.  Caster Level 15th, 3d8+15 hit points.  Resale Value: 1,125 Victories. 
  
   
   
   
   
   
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: 600 Victories 
  Tradable: Yes 
  Charges: 1 
  Potion of Barkskin +3 
  Unguarded Hoard 
  This vial contains a dark-coloured liquid that smells of pine and tastes of acorns.  Caster Level 
  6th, lasts for 60 minutes.  Resale Value: 300 Victories. 
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: 2,200 Victories 
  Tradable: Yes 
  Charges: N/A 
  Ring of Feather Falling 
  Unguarded Hoard 
  This ring is crafted with a feather pattern all around its edge.  It acts exactly like a Feather Fall 
  spell, activated immediately if the wearer falls more than 5 feet.  Resale Value: 1,100 Victories. 
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: 2,500 Victories 
  Tradable: Yes 
  Charges: N/A 
  Ring of Sustenance 
  Unguarded Hoard 
  This ring continually provides its wearer with life-sustaining nourishment.  The ring also refreshes 
  the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 
  hours of sleep.  The ring must be worn for one adventure before it begins to work.  If it is 
  removed, the owner must wear it for another single adventure to re-attune it.  Resale Value: 1,250 
  Victories. 
  
   
   
   
   
   
   
  A judge who “eats” Unguarded Hoard receives a Spirit of 
  Rhingoryx certificate. 
  The following “Living Kingdoms of Kalamar”  character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: 8,302 Victories 
  Tradable: Yes 
  Charges: N/A 
  Winter’s Fang (+1 dagger) 
  Unguarded Horde 
  The translucent blade of this dagger appears to be made of ice rather than metal. It is cold to the touch, and a glove must be worn 
  to wield the weapon proficiently (failure to wear a glove imposes a -4 penalty to hit). Strangely, the cold nature of the weapon also 
  provides some protection against similar damage, granting cold resistance 2 to the wielder. The hilt seems to be steel, though it 
  has been painted a glossy light blue. The scabbard is made from pure white ivory, encrusted with sapphires and etched with silver. 
  If this dagger is paired with Winter’s Bite (its matching rapier), the resistances stack and the magic of both weapons is fully 
  unleashed. Both weapons gain the Frost ability, which upon speaking the command word “Blizzard” in Low Elven, sheathes both 
  weapons in icy cold. They both deal an extra 1d6 points of cold damage on a successful hit. Both weapons must be drawn and 
  wielded by the same person for the Frost ability to work and the resistances to stack. 
  (4151 Victories if sold) 
  The following “Living Kingdoms of Kalamar”  character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: 7,500  Victories. 
  Tradable: No 
  Charges: N/A 
  Periapt of Health 
  Unguarded Horde 
  The wearer of this blue gem on a silver chain is immune to disease, including supernatural diseases.  
  Resale Value: 3,750 Victories 
  
   
   
   
   
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: None 
  Tradable: No 
  Charges: N/A 
  Spirit of Rhingoryx 
  Unguarded Hoard 
  You have defended the great gold dragon Rhingoryx's hoard from would-be thieves.  In gratitude, 
  he has suffused his spirit with your own, bestowing good luck upon you.  This good luck is shown 
  in one of two ways: 
   
  1) Once per adventure, the above-named character may re-roll any one failed attack roll, saving 
  throw, or skill check.  The second roll must be accepted regardless of success or failure, and it 
  cannot be used to confirm a critical hit. 
   
  2) Once in the above-named character’s entire adventuring career, they may call on the power of 
  Rhingoryx to rescue them.  On a failed saving throw in which the result is the character’s 
  immediate death, you may instead cross out this option and treat the failed save as a roll of a 
  natural 20.  You may choose this option even if you chose option 1 and still failed.  No other effect 
  is added other than treating the roll as a natural 20. 
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: None 
  Tradable: No 
  Charges: N/A 
  Spirit of Rhingoryx 
  Unguarded Hoard 
  You have defended the great gold dragon Rhingoryx's hoard from would-be thieves.  In gratitude, 
  he has suffused his spirit with your own, bestowing good luck upon you.  This good luck is shown 
  in one of two ways: 
   
  1) Once per adventure, the above-named character may re-roll any one failed attack roll, saving 
  throw, or skill check.  The second roll must be accepted regardless of success or failure, and it 
  cannot be used to confirm a critical hit. 
   
  2) Once in the above-named character’s entire adventuring career, they may call on the power of 
  Rhingoryx to rescue them.  On a failed saving throw in which the result is the character’s 
  immediate death, you may instead cross out this option and treat the failed save as a roll of a 
  natural 20.  You may choose this option even if you chose option 1 and still failed.  No other effect 
  is added other than treating the roll as a natural 20. 
  
   
   
   
   
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: None 
  Tradable: No 
  Charges: N/A 
  Spirit of Rhingoryx 
  Unguarded Hoard 
  You have defended the great gold dragon Rhingoryx's hoard from would-be thieves.  In gratitude, 
  he has suffused his spirit with your own, bestowing good luck upon you.  This good luck is shown 
  in one of two ways: 
   
  1) Once per adventure, the above-named character may re-roll any one failed attack roll, saving 
  throw, or skill check.  The second roll must be accepted regardless of success or failure, and it 
  cannot be used to confirm a critical hit. 
   
  2) Once in the above-named character’s entire adventuring career, they may call on the power of 
  Rhingoryx to rescue them.  On a failed saving throw in which the result is the character’s 
  immediate death, you may instead cross out this option and treat the failed save as a roll of a 
  natural 20.  You may choose this option even if you chose option 1 and still failed.  No other effect 
  is added other than treating the roll as a natural 20. 
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: None 
  Tradable: No 
  Charges: N/A 
  Spirit of Rhingoryx 
  Unguarded Hoard 
  You have defended the great gold dragon Rhingoryx's hoard from would-be thieves.  In gratitude, 
  he has suffused his spirit with your own, bestowing good luck upon you.  This good luck is shown 
  in one of two ways: 
   
  1) Once per adventure, the above-named character may re-roll any one failed attack roll, saving 
  throw, or skill check.  The second roll must be accepted regardless of success or failure, and it 
  cannot be used to confirm a critical hit. 
   
  2) Once in the above-named character’s entire adventuring career, they may call on the power of 
  Rhingoryx to rescue them.  On a failed saving throw in which the result is the character’s 
  immediate death, you may instead cross out this option and treat the failed save as a roll of a 
  natural 20.  You may choose this option even if you chose option 1 and still failed.  No other effect 
  is added other than treating the roll as a natural 20. 
  
   
   
   
   
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: None 
  Tradable: No 
  Charges: N/A 
  Spirit of Rhingoryx 
  Unguarded Hoard 
  You have defended the great gold dragon Rhingoryx's hoard from would-be thieves.  In gratitude, 
  he has suffused his spirit with your own, bestowing good luck upon you.  This good luck is shown 
  in one of two ways: 
   
  1) Once per adventure, the above-named character may re-roll any one failed attack roll, saving 
  throw, or skill check.  The second roll must be accepted regardless of success or failure, and it 
  cannot be used to confirm a critical hit. 
   
  2) Once in the above-named character’s entire adventuring career, they may call on the power of 
  Rhingoryx to rescue them.  On a failed saving throw in which the result is the character’s 
  immediate death, you may instead cross out this option and treat the failed save as a roll of a 
  natural 20.  You may choose this option even if you chose option 1 and still failed.  No other effect 
  is added other than treating the roll as a natural 20. 
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: None 
  Tradable: No 
  Charges: N/A 
  Spirit of Rhingoryx 
  Unguarded Hoard 
  You have defended the great gold dragon Rhingoryx's hoard from would-be thieves.  In gratitude, 
  he has suffused his spirit with your own, bestowing good luck upon you.  This good luck is shown 
  in one of two ways: 
   
  1) Once per adventure, the above-named character may re-roll any one failed attack roll, saving 
  throw, or skill check.  The second roll must be accepted regardless of success or failure, and it 
  cannot be used to confirm a critical hit. 
   
  2) Once in the above-named character’s entire adventuring career, they may call on the power of 
  Rhingoryx to rescue them.  On a failed saving throw in which the result is the character’s 
  immediate death, you may instead cross out this option and treat the failed save as a roll of a 
  natural 20.  You may choose this option even if you chose option 1 and still failed.  No other effect 
  is added other than treating the roll as a natural 20. 
  
   
   
  The following “Living Kingdoms of Kalamar” character known as 
  has received during  
  Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer & Company.  Living Kingdoms of Kalamar and the 
  Living Kingdoms of Kalamar logo are trademarks of Kenzer & Company. © 2004 Kenzer & Company, Inc.  All Rights Reserved.  
  Value: None 
  Tradable: No 
  Charges: N/A 
  Spirit of Rhingoryx 
  Unguarded Hoard 
  You have defended the great gold dragon Rhingoryx's hoard from would-be thieves.  In gratitude, 
  he has suffused his spirit with your own, bestowing good luck upon you.  This good luck is shown 
  in one of two ways: 
   
  1) Once per adventure, the above-named character may re-roll any one failed attack roll, saving 
  throw, or skill check.  The second roll must be accepted regardless of success or failure, and it 
  cannot be used to confirm a critical hit. 
   
  2) Once in the above-named character’s entire adventuring career, they may call on the power of 
  Rhingoryx to rescue them.  On a failed saving throw in which the result is the character’s 
  immediate death, you may instead cross out this option and treat the failed save as a roll of a 
  natural 20.  You may choose this option even if you chose option 1 and still failed.  No other effect 
  is added other than treating the roll as a natural 20. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKOK_ADP_08_Unguarded_Hoard.pdf