TEXT: LKOKS2 
   
   
   
   
   
   
   
  The Lost City 
   
  A One-Round D&D Living Kingdoms of Kalamar® 
  Adventure 
   
  By Andrew Garbade 
  Edited by Alana Abbott 
   
   
   
  An ancient dwarven city, long ago lost in the depths of the Rytarr Woods, waits for adventurers to claim 
  its hidden treasures. But danger lurks around every corner in the city, and many adventurers who have 
  gone on before have never returned. A Living Kingdoms of Kalamar adventure for ATLs 1, 3, 5, 7, and 9.
  
  The Lost City 
  Living Kingdoms of Kalamar 
  1
  ADVENTURE NOTES 
  This module is an official supplement to the 
  Living Kingdoms of Kalamar campaign. It is 
  designed for 4 to 6 characters ranging from 1st 
  to 12th level. It is advised that PCs go through 
  this adventure with a full party, as the challenges 
  presented may overwhelm a small party of 
  adventurers. 
   
  You, the Judge (the authority figure of the table 
  and the administrator of the adventure), need a 
  copy of the Dungeons & Dragons® 3rd Edition 
  revised 
  Player's 
  Handbook 
  and 
  Dungeon 
  Master's Guide (v.3.5) for this event. The 
  adventure begins on the first of Renewal (the 
  first day of spring), but the length of the journey 
  takes the characters well into spring. In order to 
  enhance the flavor of the game, the Judge is 
  encouraged to have the Kalamar Campaign 
  Setting and the Kalamar Players Guide available 
  at the table. 
   
  Specific statistics for key Non-Player Characters 
  (NPCs) and other materials are included in the 
  appendix at the back of this adventure as well as 
  throughout the adventure text itself. Certificates 
  that may be photocopied are also included. The 
  Judge should read this adventure entirely no 
  less than once before playing in order to ensure 
  a precise flow of events, as there are many 
  aspects relating to the flavor and culture that are 
  important to the Living Kingdoms of Kalamar 
  campaign and to this adventure. 
   
   
  CALENDAR AND CLIMATE 
  The journey begins on the first day of spring, 
  and by the time the PCs arrive at their 
  destination, the weather in the mountains is 
  starting to warm up as spring settles in over the 
  Wild Lands. Some days still carry the chill of 
  spring in the morning, but cold weather gear has 
  been stored away for weeks, and lighter clothing 
  is required for anyone outside after dawn.  
   
  Rytarr Woods, a massive forest on the shores of 
  the frigid Lake Jorakk, is populated by a wide 
  variety of game animals, as well as plentiful 
  birch and pine trees. There are rumors that 
  many dire wolves roam the forest in the winter, 
  but none show signs of hunting this spring. 
   
  MODULE NOTES 
  While this adventure has a variety of combat 
  encounters, all of them (except the final conflict 
  in the throne room) can be avoided by 
  resourceful characters. It is not necessarily 
  “easy” to go around the monsters in the 
  dungeon, but it is possible. For this reason, the 
  judge should be aware that some groups may 
  reach the final battle in much worse or better 
  shape than is anticipated by the author.  
   
  Judges should use their discretion to ensure that 
  the dragon is a challenging foe for the 
  characters. These are mythical creatures, and 
  some of the most powerful monsters on Tellene. 
  A single warrior should NOT be able to kill a 
  dragon in one blow in the first round of combat.  
   
  One easy way to ensure a challenge is to 
  manually add some hit points to the dragon’s 
  total. While this is not the only method of 
  ensuring a proper challenge, it is one of the 
  simplest and quickest.  
   
  Judges who do this, however, should not punish 
  characters by adding hit points to the dragon. If 
  the characters stage a brilliant battle against the 
  beast – and most importantly, have fun doing it – 
  then the judge should have the creature die 
  horribly and congratulate the players on their 
  victory.  
   
  Overall, this adventure is designed to be more 
  difficult than most other LKOK adventures, and 
  the final combat should be memorable due to 
  the heroic nature of the characters’ actions. Try 
  to encourage that if at all possible! 
   
   
  BACKGROUND 
   
  The Rytarr Woods is one of the largest forests in 
  all of Tellene. It's also home to some of the 
  vilest, fiercest, and most legendary creatures 
  known to man. Only one city was ever built 
  within the woods' border. While the "lost city" of 
  Narr-Rytarr lies on the southern shores of the 
  frigid Lake Jorakk, and a few villages have 
  survived along the Jorakk River, no city has ever 
  been built beyond these safe harbors and 
  survived. While Narr-Rytarr maintains a healthy 
  population of Fhokki and Dejy humans, as well 
  as a small group of wood elves and halflings, no 
  dwarves remain within the city's walls. This is 
  largely due to an excursion of the dwarven 
  population to build a city within the Rytarr 
  Woods. 
   
  The city, named Narr-Kerak after one of the 
  founding families, was meant to be the first step 
  in colonizing and eventually civilizing the forest. 
  
  The Lost City 
  Living Kingdoms of Kalamar 
  2
  The 
  rather 
  large 
  dwarven 
  community 
  successfully made their way through the wood's 
  dangers and began to build into a natural cave 
  system, creating a sheltered city. The effort 
  stalled when adventurers were slaughtered en 
  masse as they traveled to the city. The new 
  opportunities promised riches, and the majority 
  of adventurers who sought out Narr-Kerak 
  moved into the woods unprepared for the 
  dangers. Few made it to the dwarven city, and 
  fewer returned. 
   
  Those 
  lucky 
  few 
  who 
  did 
  survive 
  their 
  excursions into the Rytarr Woods brought back 
  tales of fantastic monsters and equally amazing 
  plants. One such story regarded an apple 
  orchard due south of Narr-Kerak's cave system. 
  Supposedly, when the fruit is pulled from the 
  tree, it turns to solid gold. 
   
  Despite these treasures, the impossibility of 
  expanding into the forest soon made the 
  dwarven city builders acknowledge that their 
  location would keep them from prosperity. The 
  city became abandoned as quickly as it had 
  been built, and the remains of the Lost City are 
  spoken of as one of the most dangerous places 
  for adventurers to seek fame and fortune. (The 
  ruler of the city and others who remained behind 
  when the city was abandoned were slain in a 
  dragon attack and became lost to the annals of 
  history.) 
   
  This reputation has not dissuaded a company of 
  Stone Dwarves, the Granite Hammer, from 
  organizing an expedition to go to the Lost City 
  and uncover some of the riches left behind. In 
  an effort to minimize their own risk, they began 
  selling shares in their venture in the modules 
  "Domino Effect" and "Turn about Is Foul Play," 
  as well as on the online in-character forum, the 
  Crying Angel in Bet Rogala. The group 
  announced that they knew of a ship that could 
  still navigate the "lost" route across Lake Jorak 
  to the only remaining path through the Rytarr 
  woods to the ruins of Narr-Kerak. Their plan to 
  depart on New Year's Day (the first of Renewal, 
  also the first day of spring) has been made 
  known among many of Pekal's adventurers. 
  Those who have already bought into this 
  endeavor paid the small fee of 50 gold pieces; 
  because at the time of this module they are 
  about to depart, they have increased the fee to 
  75 gold pieces. They offer the PCs 70% of all 
  monetary treasure and their pick of any items 
  they discover.  
   
  Since the abandonment of Narr-Kerak, a dragon 
  has moved into residence in the ruins, as have a 
  number of monsters, including goblins and 
  feuding bands of cyclopses and ogres. In order 
  to keep from displeasing the dragon, these three 
  groups maintain an uneasy peace. 
   
   
  ADVENTURE SYNOPSIS 
  This is a linear dungeon-crawl adventure that 
  progresses 
  from 
  room 
  to 
  room 
  on 
  a 
  predetermined map. Individual encounters are 
  titled with room numbers, have a brief section of 
  text for player information, then detailed sections 
  for the judge.  
   
  There 
  are 
  several 
  different 
  methods 
  for 
  completing this adventure, and resourceful 
  adventurers might be able to avoid just about 
  every 
  combat 
  included 
  herein. 
  The 
  final 
  encounter – a red dragon – is supposed to be 
  heroic and difficult. Some groups may be in very 
  poor shape when that encounter occurs. In 
  those cases, the judge is encouraged to allow 
  the characters to rest for one day before 
  continuing for the final battle. Perhaps they 
  investigate the room, but the dragon is away 
  (and doesn’t return until the morning). Another 
  option is that the golem requires several hours 
  to dispel the wards on the doors, allowing the 
  characters to rest in the Forum for the evening.  
   
  At any rate, while there are optional means by 
  which 
  the 
  adventurers 
  can 
  defeat 
  the 
  encounters, some may choose to simply try to 
  run over everything in their path. If that’s their 
  style, just try to make sure they have fun! 
   
  INTRODUCTION 
   
  Many of the characters will expect to begin play 
  in Bet Rogala, in Pekal. Judges should ask 
  which characters have already bought into the 
  dwarven expedition (they had opportunities in 
  the modules "Domino Effect" and "Turn about Is 
  Foul Play" as well as on the online in-character 
  forum, the Crying Angel). If the characters have 
  not, inform them that a group of dwarves called 
  the Granite Hammer Adventuring Company are 
  gathering together adventurers to travel to a 
  place called "The Lost City." Judges may 
  choose to read or summarize the following: 
   
  A Stone Dwarf stands on the edge of 
  Independence Square, seemingly hawking 
  
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  Living Kingdoms of Kalamar 
  3
  his wares. But he is selling neither trinkets 
  nor meals. Instead, he gestures animatedly, 
  advertising 
  not 
  a 
  product, 
  but 
  an 
  opportunity. 
   
  "Suren 'tis high time te go back ter the Rytarr 
  Woods and take back the city of Narr-Kerak! 
  Adventurers in days of old lost their lives 
  there so that we might have the opportunity 
  to return and avenge them! Think of the 
  treasure! Think of the glory! Come with us to 
  the lost city of Narr-Kerak!" 
   
  The dwarf's name is Arnum Durkiln, and he is 
  offering adventurers the chance to buy shares in 
  an expedition. To join the expedition requires a 
  deposit of 75 gold pieces. (Adventurers who 
  bought 
  into 
  the 
  expedition 
  in 
  previous 
  adventures only had to pay 50 gold pieces.) 
  Durkiln is willing to barter the price back down to 
  50 gold pieces if the PCs pass a DC 15+ATL 
  Diplomacy check. Should any of the PCs be 
  "green horns," meaning this is their character's 
  first adventure, the dwarves will waive the fee in 
  favor of giving these folks good adventuring 
  experience. 
   
  The dwarves fully acknowledge that the Lost 
  City itself will be the job of the adventurers to 
  explore. They will foot all the expenses for 
  traveling to and from the Lost City, including 
  lodging and supplies and arranging travel. The 
  PCs then receive 70% of all monetary treasure 
  found in the Lost City and any items of interest 
  discovered along the way. (The dwarves take 
  30% of the monetary treasure as their finder's 
  fee for arranging the expedition.) The dwarves 
  also promise that they will buy any items the 
  PCs wish to sell at full value (rather than half-
  value, which is what they could sell it for at any 
  other outlet). 
   
  Assuming the PCs agree to the expedition, the 
  dwarves arrange for their travel and lead them to 
  the Rytarr Woods on Lake Jorakk in the Wild 
  Lands. (Judges may wish to show PCs the map 
  on page 100 or the Kalamar Campaign Setting 
  to give them a better idea of where they are 
  headed.) Surprisingly, the trip is unhindered—
  the lake is calm and no monsters attack as the 
  PCs journey to the ruins. 
   
  The characters are led up a winding mountain 
  path to the one time entrance of the Lost City. 
  The doors into the cavern system are still sturdy, 
  though some have been opened by the new 
  residents. They begin the adventure right 
  outside, preparing to enter the unknown 
  dungeon that awaits them! 
   
   
  Room 1: 
  Entry Hall 
   
  Large paving stones cover the floor of this 
  large hall. Smooth quartz blocks form the 
  walls, and a vaulted ceiling rises sixty feet 
  overhead. A thick red stripe has been 
  painted down the center of the floor and up 
  set of double doors in the far wall. Large 
  symbols have been painted on either side of 
  the doors. Two dark hallways also lead out 
  from either corner of the room.  
   
  Room and Doors 
  The floor is made from large granite stones, 
  smoothed to be virtually flat across the entire 
  surface. The joints between the stones are so 
  well crafted, they are nearly waterproof. The 
  walls are made from white and pink quartz which 
  allow the entire room to brighten when a light 
  source is brought within.  
   
  The double doors are made from iron and are 
  covered with various ornate carvings of obvious 
  dwarven design. Hammer, picks, and other tools 
  form the bulk of the art. It is notable for its lack of 
  scenes that depict warfare, as most art done in 
  this style features prominent battles. The 
  designs on the doors mean that the city focused 
  exclusively on artistic pursuits (blacksmithing, 
  stonecutting, sculpting, etc). While the citizens 
  likely maintained a civilian militia (they were 
  dwarves, after all), they most likely did not keep 
  a standing army. 
   
  Dwarven characters know this information, while 
  other characters may make a DC 15 skill check 
  (any relevant skills acceptable, as well as bardic 
  knowledge) to also recall reading or having 
  heard about it.  
   
  The doors have been sealed with lead from the 
  inside. They cannot be opened, though they 
  may be bypassed by a suitably determined 
  group of adventurers.  
   
  The red stripe and symbols have been painted 
  in blood, as determined from a Heal or 
  Knowledge (nature) check DC 10. The symbol 
  on the left is a large eye, while the symbol on 
  
  The Lost City 
  Living Kingdoms of Kalamar 
  4
  the left contains two eyes. See Player Handout 
  #1. These relate to the ogre and cyclops areas.  
   
  These two creatures hate each other, and only 
  the threat of their Master keeps their natural 
  instincts in line. As part of their coexistence, the 
  room has been divided into different sections to 
  keep the peace. Both sides maintain the peace 
  for now, but each of the tribes is searching for a 
  way to destroy the other without incurring their 
  Master's wrath. 
   
   
  Room 2: 
  Ogre Hallway 
   
  This room does not have a description. It 
  contains the same granite stone as the entry hall 
  for all sides of the passage. Only the entry hall 
  contains quartz.  
   
  The hallway is fifteen feet wide and contains 
  several sharp turns and cutbacks. It was 
  originally designed to be a defensive measure to 
  allow retreating soldiers entrance into the city 
  while 
  still 
  providing 
  a 
  tactically 
  superior 
  advantage against attackers.  
   
  Anyone attempting to search can determine that 
  several large humanoids wearing boots have 
  been through the hallway several times in the 
  past week as evidenced by dirt, grass, and other 
  debris from outside the entry hall.  
   
   
  Room 3: 
  Ogre Lair 
   
  A large brazier glows with a dim purple light 
  at the center of this room. A small fireplace 
  in the corner blazes under a large kettle. A 
  reinforced iron door leads out of the east 
  wall. Large pallets line the walls, along with 
  assorted trinkets, riches, and various sundry 
  items.  
   
  Depending on APL, creatures may also be 
  present in this room. Monster statistics are listed 
  in Appendix II: NPCs and Monsters. See the 
  chart below: 
   
  ATL 1 (EL 3) 
  Ogre x1  
   
  ATL 3 (EL 5) 
  Ogre x2  
   
  ATL 5 (EL 7) 
  Ogre x4 
   
  ATL 7 (EL 9) 
  Ogre barbarians x2  
   
  ATL 9 (EL 11) 
  Ogre barbarians x3  
   
  The characters, if noticed, are challenged (if 
  possible) about their intentions. The ogres start 
  in giant, then switch to broken Low Kalamaran 
  or orc. If none of the characters speak those 
  languages, the ogres begin to grow agitated, 
  eventually just attacking the characters if no 
  dialog can be started. If the characters attack 
  first, then the ogres eagerly join the battle and 
  make no effort to talk. 
   
  Please note: the ogres do NOT immediately 
  attack the characters.  
   
  The ogres are not very bright, but they have two 
  main concerns; 1) not angering their Master, and 
  2) destroying the cyclops tribe. Unfortunately, 
  they cannot accomplish both at the same time. 
  They had thought about using the goblins to try 
  to kill the cyclops, but the smaller creatures are 
  not presently on friendly terms with the ogres.   
   
  Depending on the characters’ reactions, the 
  ogres may decide to try and encourage them to 
  kill the cyclops in the east halls. (In fact, the 
  Ogres may begin conversation with, "You friend 
  of those cyclopses? We hate them!" The PCs 
  should know early on that this is a clue for them 
  to be able to avoid combat.) If any of the 
  characters mentions that they are on a mission 
  for dwarves, are looking for treasure, or anything 
  else that would arouse suspicion in the ogres, 
  then they attack by calling the party “Stinking 
  Thieves!” or something similar. Diplomacy 
  cannot change the ogres’ attitudes to anything 
  better than neutral, and it should remain 
  unfriendly unless the role-playing is as good as 
  the roll indicates (for example, if somebody rolls 
  a high Diplomacy check, but simply says, “I 
  diplomacize!” then the ogres are not impressed). 
   
  Double-cross? 
  If the characters agree to attack the cyclopses, 
  then the ogres make them go back out the front, 
  since the back entrance is always watched. The 
  characters may, however, have the opportunity 
  to turn the tables on the ogres, depending on 
  
  The Lost City 
  Living Kingdoms of Kalamar 
  5
  their actions with the cyclops tribe, setting the 
  two groups against each other. 
   
  Conversely, they may be able to start a battle 
  between the two forces by convincing one side 
  (or the other) that the opposing tribe is dead. 
  Other alternatives may be offered, and player 
  creativity is encouraged. The “victors” then rush 
  across the main entrance hall, starting a vicious 
  battle. If the ogres and cyclops begin battling 
  one another, they destroy each other for 
  purposes of this adventure, completely forgetting 
  about the PCs. 
   
   
  Room 4: 
  Cyclops Hallway 
   
  This location is virtually identical to Room 2. 
   
  This room does not have a description. It 
  contains the same granite stone as the entry hall 
  for all sides of the passage. Only the entry hall 
  contains quartz.  
   
  The hallway is fifteen feet wide and contains 
  several sharp turns and cutbacks. It was 
  originally designed to be a defensive measure to 
  allow retreating soldiers entrance into the city 
  while 
  still 
  providing 
  a 
  tactically 
  superior 
  advantage against attackers.  
   
  Anyone attempting to search can determine that 
  several large humanoids wearing boots have 
  been through the hallway several times in the 
  past week as evidenced by dirt, grass, and other 
  debris from outside the entry hall.  
   
   
  Room 5: 
  Cyclops Lair 
   
   
  The inside of this room is covered in animal 
  skin rugs, and a large tent stands in one 
  corner. Several large spits rest near the 
  fireplace. A table nearby contains the 
  remains of some creature that apparently 
  served as a meal for the inhabitants of this 
  lair.  
   
  The cyclops tribe sees themselves as the “first 
  among equals” of their Master’s servants. Their 
  tent was erected for their chieftan, while the 
  animal skins were gifts from members of the 
  tribe. Those rangers with favored enemy: giant, 
  or characters who make relevant skill checks DC 
  15 know that such tributes are common among 
  the more barbaric races (cyclopses, hill giants, 
  ogres, etc).  
   
  The tent is little more than some animal skins 
  stretched across small tree trunks to provide one 
  corner some privacy from the rest of the room. It 
  is easily large enough for three cyclopses to fit 
  inside comfortably. The rest of the tribe has 
  mats and community space in the lair.  
   
  Much like the ogre tribe, the cyclopses have not 
  yet accepted the fact that they must work beside 
  their racial enemies. They are also interested in 
  destroying 
  the 
  ogres, 
  but 
  have 
  not 
  yet 
  formulated a plan to accomplish that goal.  
   
  If possible, any cyclops in the room challenges 
  the 
  characters 
  about 
  their 
  motives. 
  The 
  cyclopses here have a superiority complex, and 
  think that talking to the characters cannot hurt 
  anything, since such small creatures couldn’t 
  possibly pose any threat to their tribe. They will 
  not attack the PCs for being thieves, but will 
  prevent the PCs from entering further into the 
  city if they declare that they are allies of the 
  dwarves or hunting for treasure. They will not 
  begin combat unless the PCs instigate it or try to 
  move through the cyclopses. 
   
  While not as stupid or easily fooled as the ogres, 
  the cyclopses are eager to defeat their racial 
  enemies, and will gladly use the PCs to do so. 
  They are somewhat blinded when it comes to 
  this topic, and may accept what would normally 
  be illogical answers and thoughts in context of 
  their cold war against the ogres. 
   
  ATL 1 (EL 3) 
  Cyclops juvenile x1 
   
  ATL 3 (EL 5) 
  Cyclops juvenile x2 
   
  ATL 5 (EL 7) 
  Cyclops juvenile x4 
   
  ATL 7 (EL 9) 
  Cyclops warrior x2 
   
  ATL 9 (EL 11) 
  Cyclops warrior x3 
   
   
  
  The Lost City 
  Living Kingdoms of Kalamar 
  6
  See the description of Room 3 for more 
  information about this encounter.  
   
  Room 6: 
  Market 
  This is apparently the center of the city, built 
  into the walls of the cavern itself. Several 
  doorways and windows peer at you from the 
  walls of this circular room, and several 
  ruined buildings rest in the center. A large 
  pair of double doors covers one side the 
  room, with a large seal of melted lead 
  running down the seam. The sound of water 
  tumbling into a larger pool echoes in the 
  distance. 
   
  This is the center market area, with living spaces 
  around the exterior and merchant stalls around 
  the central hub. The homes are built on top of 
  one another four stories high, with narrow 
  staircases built for easy access. There are no 
  visible doors, shutters, or draperies, and except 
  for the sounds of water (coming from the north), 
  the area is extremely quiet. There is also no 
  natural lighting in this cave; the only light is what 
  is brought in by the PCs. 
   
  No creatures have passed through this part of 
  the city for some time, easily six months. The 
  ogres and cyclopses were told to stay in their 
  respective rooms or outside, while the goblins 
  do not leave their village.  
   
  Searching this area does not turn up any 
  valuables, but it may reveal something about 
  who the characters may eventually end up 
  facing in this city. On a successful DC 20 
  Search check inside the homes, the characters 
  find a small broken cabinet that partially covers 
  a large red scale on the floor. Knowledge 
  (nature) or (arcane) DC 18 can identify it as 
  draconic in nature, while DC 25 confirms it is 
  from a dragon. 
   
  If the characters search the ruins, they find a 
  table and chair set up in one of the center stalls. 
  A burned-out candle rests on the table, along 
  with several large books. These tomes are old 
  maps and historical documents written in 
  dwarven. They are very large, and require two 
  hands to manage.  
   
  A character with a successful Forgery or 
  Decipher Script DC 15 can determine that the 
  map of the region in one of the books contains 
  several marks have been made more recently 
  (several years, compared to the centuries old 
  books) in imitation of the symbols signifying 
  country borders.   
   
  Another of the books details the history of the 
  city, essentially confirming what the characters 
  already know. In one smudged passage (written 
  in dwarven), a successful Decipher Script DC 
  15 reveals that there is a royal guardian in the 
  city that allows passage into the throne room. 
  There is more about the guardian’s other duties, 
  but 
  the 
  details 
  are 
  difficult 
  to 
  discern. 
  Unfortunately, more specific information is not 
  contained in the passage. If characters do not 
  have Decipher Script available, but do have the 
  ability to understand dwarven writing, allow them 
  to make Wisdom or Intelligence checks to 
  puzzle out the words. Player’s Handout #2 may 
  be used if desired instead of simply telling them 
  what the book contains. 
   
  As the characters move toward the north side of 
  the market, move on to Room 7. 
   
   
  Room 7: 
  Lizard Pools 
   
  Torchlight catches your eye, revealing large 
  pools of water sixty feet below the edge of a 
  natural chasm.  They are connected by a 
  narrow channel and fed by a waterfall 
  spilling in from the east. A narrow rope 
  bridge spans the 50 feet between the market 
  and the far landing, though it appears that a 
  stone bridge once spanned the opening. 
  Large blocks of granite lie in the water far 
  below, apparently the remains of the former 
  bridge. Among the stones are a number of 
  large lizards, idly grazing on fungus and 
  swimming through the water.  
   
  The lizards are docile creatures, little more than 
  cattle for the other denizens of the city. There 
  are between 30-40 large lizards, with 5-10 
  smaller juveniles. Interested characters can also 
  find 10-20 lizard eggs near some of the larger 
  blocks of stone, though they are not worth much 
  (1 gp sale value each) to any merchants.  
   
  A small village of goblins is located on the far 
  side of the chasm. Characters need to be able to 
  see in darkness (or have a focused light source, 
  such as a hooded lantern), as well as make a 
  Spot check DC 25 due to the shadows and 
  distance to notice the village from across the 
  
  The Lost City 
  Living Kingdoms of Kalamar 
  7
  chasm. These creatures spend their days 
  tending the lizards and patrolling their section of 
  the city against trespassers. They also ensure 
  that a fresh lizard is available for their Master 
  every two weeks. The most recent lizard was 
  offered (and taken) three days ago. There is a 
  rope and wood pathway leading from their side 
  of the chasm to the water. 
   
  At any given time, there are three goblins 
  moving among the lizards (carrying torches). 
  These creatures are performing various menial 
  tasks, behaving much like shepherds would act 
  around sheep. Every few hours, another goblin 
  dressed in lizard-skin armor makes his way 
  down to the water and converses with the 
  goblins. This is the druid of the tribe, and the 
  one who ensures that they have enough lizards 
  to continue feeding their master.  
   
  The walls of the chasm are smooth from 
  centuries before when the waterfall brought in 
  enough water to create a river. The mountains 
  outside do not have as much snowfall as they 
  did then, and the water has slowed over the 
  years. Now there are just pools of water, most of 
  which are only a couple feet deep. Certain 
  areas, however, are more than 10 feet deep.  
   
  The waterfall spills from far overhead down the 
  east wall. The rocks here are smoother than the 
  walls of the chasm, though there are a few 
  ledges. One such ledge is nearly 30 feet above 
  the characters, and requires a Spot check DC 
  15 to notice in the shadows. A talented, or lucky, 
  character could possibly get a grappling hook 
  around the ledge, allowing someone to swing 
  across the chasm. 
   
  The walls in the chasm are treated as rough 
  surfaces and require a Climb check DC 25. In 
  addition, the walls immediately next to the 
  waterfall are slippery, and require DC 30.  
   
  Strange Fungus? 
  If the characters take time to observe the 
  goblins, the lizards, or the waterfall, they also  
  notice several small blue fungoid growths near 
  the rim of the chasm (Spot DC 10). Anyone with 
  the following skills may be able to identify the 
  fungus: craft (alchemy) DC 15, heal DC 18, 
  knowledge 
  (arcana) 
  DC 
  20, 
  knowledge 
  (dungeoneering) DC 12, knowledge (nature) 
  DC 15, survival DC 18. Other skills may also be 
  used per the judge’s discretion. 
   
  Success on the check indicates that the 
  character 
  knows 
  that 
  these 
  growths 
  are 
  commonly used by village priests and doctors to 
  reduce 
  pain 
  in 
  patients 
  by 
  inducing 
  unconsciousness. This is usually achieved by 
  having a person eat a small amount of the 
  fungus. These are similar to mushrooms 
  however, and other forms of transmission may 
  be possible.  
   
  These growths may be used to assist in a fight 
  against the goblins, should it occur. Players may 
  be able to use the fungus as missile weapons  
  (-4 to hit, 10 ft. range increment) to attack the 
  goblins. Another idea is that the characters 
  might try to set some on fire and throw them 
  around the goblins, hoping that fumes will 
  contain 
  enough 
  spores 
  to 
  also 
  cause 
  unconsciousness. Ultimately, these are simply 
  added to provide another alternative to “straight-
  up combat” for resourceful characters.  (On a 
  successful hit with a thrown fungus, the attacked 
  creature must pass a DC 12 Fortitude Save or 
  fall unconscious. If the spores are set on fire, the 
  Fortitude Save increases to DC 15. Characters 
  making a DC 25 craft (alchemy) check or a DC 
  15 craft (poisonmaking) check may use the 
  fungus to coat arrows and other ammunition. 
  Creatures struck by these missiles must make a 
  DC 18 Fortitude Save. This poison does not 
  last any length of time, and may not be retained 
  by the character beyond the duration of this 
  module.) 
   
  Characters can harvest as many as they want, 
  but they risk discovery if they gather more than 
  four. The goblins are not paying very much 
  attention to their surroundings, but several 
  people climbing around the chasm would draw 
  some attention.  
   
  Room 8: 
  Bridge 
   
  This rope bridge appears sturdy, but built to 
  accommodate 
  small 
  creatures. 
  It 
  dips 
  precariously in the middle, dropping nearly 
  10 feet below the ledge before rising again to 
  meet the other side.  
   
  This bridge was built by the goblins several 
  years ago in case they had to leave the city for 
  any reason. They only use it infrequently, and 
  have placed several traps on it to protect their 
  village from incursions by ogres, cyclopses, or 
  other enemies.  
  
  The Lost City 
  Living Kingdoms of Kalamar 
  8
   
  Trap 1: Bridge - Forum Entrance 
   
  Razorwire has been cleverly hidden in the first 
  five feet of the bridge closest to the market. 
  Characters moving into this square activate the 
  trap. At higher levels, the goblins have covered 
  the wires with poison.  
   
  ATL 1; ATL 3 
  Razorwire Trap: CR 2; mechanical; location 
  trigger; no reset; Atk +10 melee (1d4, 1d2 
  wires); first target on bridge; Search DC 22; 
  Disable Device DC 15. 
   
  ATL 5; ATL 7 
  Razorwire Trap: CR 6; mechanical; location 
  trigger; no reset; Atk +21 melee (1d8, 1d4 
  wires); first target on bridge; Search DC 26; 
  Disable Device DC 20. 
   
  ATL 9 
  Poisioned Razorwire Trap: CR 10; mechanical; 
  location trigger; no reset; Atk +21 melee 
  (1d8+poison, 1d6 wires); poison (sittik, DC 12 
  Fortitude save resists, 1d4 Dex/1d6 Dex); first 
  target on bridge; Search DC 26; Disable Device 
  DC 20. 
   
  Characters playing ATL 9 who activate the trap 
  only have to make one saving throw, even if hit 
  by more than one wire. A character whose 
  Dexterity is reduced to 0 is paralyzed. 
   
   
  Trap 2: Bridge - Forum Side 
   
  The last ten feet of the bridge is actually a 
  camouflaged pit trap. At lower levels, the pit trap 
  doesn’t activate properly, so the characters only 
  fall halfway, becoming stuck in the bridge itself 
  (DC 15 check to escape; Strength check, 
  Escape Artist, Grapple, etc).  
   
  This trap is immediately next to the far wall, so 
  characters with the slow fall ability are within 
  arm's reach of the wall and may use their ability. 
  Feather fall, because casting it is a free action, 
  may also be used to prevent PCs from impacting 
  on the ground below. 
   
  ATL 1; ATL 3 
  Camouflaged Pit Trap: CR 2; mechanical; 
  location trigger; manual reset; DC 20 Reflex 
  save avoids; become stuck in bridge, (2d6, 
  broken wood); multiple targets (all adjacent to 5-
  ft. squares); Search DC 24; Disable Device DC 
  19. 
   
  ATL 5; ATL 7 
  Camouflaged Pit Trap: CR 6; mechanical; 
  location trigger; manual reset; DC 20 Reflex 
  save avoids; 60 ft. drop (6d6); multiple targets 
  (all adjacent to 5-ft. squares); Search DC 28; 
  Disable Device DC 21. 
   
  ATL 9 
  Camouflaged Pit Trap: CR 6; mechanical; 
  location trigger; manual reset; DC 20 Reflex 
  save avoids; 60 ft. drop  on sharp stones 
  (6d6+3d4); multiple targets (all adjacent to 5-ft. 
  squares); Search DC 30; Disable Device DC 24. 
   
  Moving Across the Bridge 
  Characters may not move through each other on 
  the bridge, there just isn’t enough space on the 
  narrow ropes. Characters may attempt to tumble 
  through a space, assuming they can make a DC 
  20 Tumble check. Failure indicates they failed to 
  move through, and must remain in the nearest 
  adjacent 5-ft. square to the target they 
  attempted to tumble over. 
   
  If any characters are large size when crossing 
  the bridge, they must make Balance checks DC 
  10 to move at half-speed, or DC 15 to move at 
  normal speed. Failure by 5 or fewer means they 
  cannot move that round, while failure by 10 or 
  more causes them to fall from the bridge into the 
  water below.  
   
  The goblins in the water do not generally watch 
  the bridge, and unless the characters are 
  making excessive noise, they are not noticed. 
  Rolling dice to make the players uncomfortable, 
  however, is greatly encouraged! 
   
  Any characters falling from the bridge, either due 
  to failed balance checks or trap activation, also 
  alert the goblin shepherds who begin screaming 
  “Intruders!”  
   
  Activating the first trap on the bridge does not 
  alert the goblins to intruders. If the pit trap is 
  activated, however, an audible alarm spell goes 
  off as loud ringing breaks the relative silence 
  summoning goblins to the bridge. 
   
  Alternatives 
  One alternative to the bridge is climbing down 
  the walls of the chasm, sneaking across the 
  water, and climbing up the other side. This is 
  
  The Lost City 
  Living Kingdoms of Kalamar 
  9
  entirely possible if the characters move near the 
  waterfall and use it for cover while they move. At 
  ATLs 1-5, the rock wall near the waterfall is 
  considered a "very rough natural rock surface" 
  and requires a Climb Check DC 15. At ATLs 7-
  9, the wall is considered "a rough surface" and 
  requires a Climb Check DC 25 to scale without 
  falling. The PCs may choose to engage the 
  Goblin Lizard Herders in combat at this point. (If 
  so, use the statistics for Room 9, Goblin 
  Warriors for the Lizard Herders.) 
   
  Another option is to try and get a grappling hook 
  on the ledge near the waterfall and use a rope to 
  swing across. The judge is encouraged to also 
  start describing how the rope gets wetter and 
  wetter each time someone crosses. There is not 
  a defined mechanic for “swinging” on ropes, so 
  the characters should not be forced to make 
  Strength checks or other die rolls for success.  
   
  Once the characters are across, proceed to 
  Room 9.  
   
   
  Room 9: 
  Goblin Lair 
   
  Three small huts stand against the west wall 
  around a large fire. All of them are covered in 
  lizard skin, and the largest has a skull over 
  the doorway. Several goblins sit around the 
  fire, working with crude tools on a variety of 
  tasks. A huge iron door is visible through the 
  shadows in the back of cave. 
   
  These goblins have lived in the cave for several 
  years under the yoke of their Master. They are 
  allowed to leave every few months to rampage 
  against orcs and dwarves in the mountains, so 
  long as they maintain the lizard herd in the pools 
  below the village.  
   
  If the goblins were in some way alerted to the 
  presence of the PCs, amend the box text to 
  show that the goblins are ready to defend their 
  village from the intruders. 
   
  Village 
  A pathway has been created leading from the 
  village down to the pools. This walkway, as well 
  as the perimeter of the village, is marked with 
  large torches placed several feet apart.  
   
  The center tent is where the druid lives. It is a 
  rough circular shape twenty feet across. The 
  only entrance is a doorway with a lizard-skin 
  curtain.  
   
  The other two tents house the rest of the goblins 
  (thirty total when all the villagers are in the 
  cave). Both are thirty feet across with similar 
  doorways to the central tent.  
   
  Several large wooden racks have been erected 
  near the tents. Lizard skins are stretched across 
  them.  
   
  A small wooden box lies immediately outside the 
  central tent. It contains lizard meat which the 
  druid ensures is safe to eat for the goblins. 
  While they will eat rotting meat, he doesn’t want 
  to lose any if he can help it, and is willing to use 
  a 0th-level spell to reinforce their obedience to 
  his rule.  
   
  Various weapon racks are also scattered around 
  the village. Most are stacked with spears and 
  clubs, though a handful of crossbows can be 
  seen near the eastern tent.  
   
  Attack? 
  If the characters attack the goblins around the 
  tent, there is a 50% chance the druid is either 
  with the lizards, or inside his tent. (If the 
  characters alerted the goblins to their presence, 
  there is a 75% chance that he is at the village, 
  prepared to lead the goblins in battle.) 
   
  Once the characters attack, the goblins in the 
  village raise the alarm, which alerts the ones 
  with the lizards.  
   
  The goblins in the village attempt to get to their 
  crossbows and huddle inside the tent, trying to 
  use cover while shooting at the characters. 
  (They have already gathered these and taken up 
  these positions if the PCs revealed their 
  presence earlier.) If that is impossible to 
  achieve, they then grab their melee weapons 
  and try to gang up on characters, all of them 
  focusing their attacks each round (as much as 
  possible).  
   
  If the druid is in the village, he tries to enhance 
  the villagers as much as possible (i.e. barkskin 
  on the defenders) in the early rounds of combat. 
  After that, he casts whatever offensive spells he 
  has to try and directly hurt the characters. Only 
  after that does he willingly enter melee combat.  
   
  
  The Lost City 
  Living Kingdoms of Kalamar 
  10
  The goblins from the lizard pools reach the top 
  of the pathway at the end of round four. They go 
  last in initiative. If these see the battle going 
  badly, or all the goblins are already dead, these 
  move straight to the bridge and try to escape out 
  the main entrance hall. If the PCs already 
  battled the Lizard Herders before reaching the 
  goblin village, those three goblins obviously do 
  not appear in round four. 
   
  ATL 1 (EL 2 + 1) 
  Goblin Druid x1 
  Goblin Warriors x 4 
  Goblin Lizard Herders x3 (four round delay) 
   
  ATL 3 (EL 4 + 2) 
  Goblin Druid x1 
  Goblin Warriors x4 
  Goblin Lizard Herders x3 (four round delay) 
   
  ATL 5 (EL 6 + 3) 
  Goblin Druid x1 
  Goblin Warriors x4 
  Goblin Lizard Herders x3 (four round delay) 
   
  ATL 7 (EL 8 + 4) 
  Goblin Druid x1 
  Goblin Warriors x4 
  Goblin Lizard Herders x3 (four round delay) 
   
  ATL 9 (EL 10 + 5) 
  Goblin Druid x1 
  Goblin Warriors x4 
  Goblin Lizard Herders x3 (four round delay) 
   
  If the PCs did not alert the goblins to their 
  presence, they may be able to sneak around the 
  goblins to avoid combat entirely.  
   
  Iron Door 
  This door leads to Room 10. It is not locked, but 
  the hinges are old and strained. When opened, it 
  emits a low grinding noise that is clearly audible 
  to the goblins. Knowledge (dungeoneering), 
  knowledge (architecture/engineering), and 
  other relevant skill checks used can recognize 
  the danger with a DC 15. Characters may 
  choose to grease the hinges, if they have the 
  proper equipment to do so. 
   
  Room 10: 
  Forum 
   
  This circular room has several levels of 
  seating cut into the floor forming an 
  amplitheater. The northern side of the room 
  is flat, and a large statue stands near the wall 
  on a small dias. Immediately in front of the 
  statue is a stone lectern approximately two 
  feet high. Dwarven symbols and words are 
  etched into the stone near the ceiling. 
  Crushed remains of what appear to be a 
  goblin lie near the statue’s feet. 
   
  This is the royal forum, a place of debate, 
  discussion, and decision. The symbols and 
  words all have meanings like patience, integrity, 
  honor, clan, wisdom, and courage.  
   
  Dwarves recognize the layout of the room to be 
  an old style of clan hall where the nobles could 
  gather for discussion. Bards may attempt a 
  Bardic Lore check DC 12 to have the same 
  knowledge as dwarves about this room. (A 
  knowledge (history) or knowledge (nobility) 
  check DC 25 will reveal similar knowledge.) 
  Other races may identify the room shape with 
  plays and/or performances, but would likely not 
  consider it a place for debate (such as the forum 
  in Bet Rogala, which is a large open plaza). 
   
  Characters who Search the room find a door 
  frame behind the statue with a DC 15. The door 
  itself, however, is solid stone.  
   
  The remains are years old, and appear to have 
  suffered repeated blows from blunt objects. 
  Interested characters (those who ask) catch 
  sight of dried blood on the right fist of the statue 
  with a Spot check DC 13. They only get this 
  check if they ask to look at the statue’s hands 
  (due to the dim light in the cave, unless they are 
  looking for the blood, it appears as shadowed 
  area). 
   
  Characters who detect magic notice that the 
  statue, door, and wall radiate auras. The statue 
  radiates an overwhelming transmutation aura 
  due to the magic that allows it to animate. The 
  entire northern wall radiates an overwhelming 
  evocation aura due to the wall of force. The door 
  also radiates an overwhelming transmutation 
  aura from the active stone shape effect. 
   
  The Royal Guardian (stone golem) 
  The golem was used to stir debate and 
  discussion among the nobles before decisions 
  were brought for the thane’s input. During 
  peaceful times, the golem would stand to the 
  side of the doorway, and freely allow access to 
  the thane’s chambers. Many times, the golem 
  would act as the de facto chairman of the 
  
  The Lost City 
  Living Kingdoms of Kalamar 
  11
  meeting, calling out for votes, ensuring all had a 
  say in discussions, and the like.  
   
  The golem was also created to defend the thane 
  and his family. To its knowledge, it is still 
  protecting the thane, even though he has been 
  dead for centuries. Unfortunately, nothing the 
  characters say or do can convince the golem of 
  that fact. The golem is also unaware of the 
  dragon currently inhabiting the thane’s rooms.  
   
  Ironically, the good part about this situation is 
  that the golem continues to follow orders. It was 
  accidentally activated several years ago by a 
  curious goblin. The golem actually reverted into 
  “debate” activity, trying to question the goblin 
  about the best ideas for new trade routes. Taken 
  aback, the goblin mentioned that orcs or ogres 
  would be great trading partners. The golem, 
  more intelligent than most of its kind, asked a 
  few more pointed questions, then killed it after 
  determining it was a threat to the thane.  
   
  After killing the goblin, the statue has remained 
  ready and willing to debate creatures that come 
  into the room. While it was never the driver for 
  new ideas and policies, it was created with a +5 
  in all social and knowledge skills, so it could 
  reasonably discuss matters when asked. As 
  seen in its statistic block, it can also use zone of 
  truth as a free action at will, so if it senses any 
  duplicity (Sense Motive), it immediately uses 
  that ability to further question the creature to 
  determine its motives.  
   
  It can also use a command word (which sounds 
  like stones grinding together, and not able to be 
  reproduced by mortal vocal cords) to cease the 
  stone shape spell, and allow the door to “open” 
  into the throne room. If the PCs enter combat 
  with the golem and manage to defeat it, they are 
  unable to speak the magic words to enter the 
  throne room and the adventure is over. 
   
  IMPORTANT NOTE 
  The golem DOES NOT attack the characters 
  unless - and ONLY unless - they attack the 
  golem first. Even if the golem believes they 
  mean to harm the thane, it will not attack; it will 
  simply not allow them to pass. If the PCs do try 
  to engage in combat, it attacks until they are 
  dead, or they flee out of the room.  
   
   
  Again to emphasize - the golem is there 
  primarily to pose an interesting role-play 
  challenge and NOT a combat encounter. As 
  such, stats have not been included for the 
  golem. If it develops into a combat encounter 
  through normal play, then that is acceptable, 
  and 
  judges 
  should 
  select 
  a 
  golem 
  of 
  appropriately high CR from the Monsters Manual 
  3e revised. But it is much more appropriate for 
  the characters to have a meaningful and 
  informative role-play session with a dwarven-
  created golem.  
   
  Starting the Encounter 
  This 
  encounter 
  starts 
  when 
  one 
  of 
  the 
  characters steps to the lectern (meaning when 
  one of them steps up as if to speak). When this 
  happens, the golem animates, turning its head 
  to face the speaker, and moving its hands and 
  arms slightly (not threateningly). It welcomes the 
  character in dwarven first, though it can respond 
  in any language (tongues). 
   
  “Honor and wisdom greet you, noble one. 
  What issue do you bring before this 
  assembly?” 
   
  What follows are some sample questions and 
  answers that might occur during the encounter. 
  The judge is encouraged to role-play with the 
  characters as much as desired, time allowing.  
   
  • Who/what are you? 
  • “I am the Royal Guardian of the Speaking 
  Room.” 
   
  • What is the Speaking Room? 
  • “This is a place for debate, discussion, 
  and decision. All issues are brought here 
  before being presented to the thane.” 
   
  • Who brings these issues? 
  • “The nobles usually bring issues of 
  debate, 
  though 
  all 
  are 
  welcome 
  for 
  discussion.” 
   
  • When was the last issue discussed? 
  • “I am unsure, as time does not mean much 
  to me.” 
   
  • Do you know what year it is? 
  • “No (and it does not matter).” 
   
  • What is your purpose here? 
  • “I am tasked with several duties. I maintain 
  order during clan meetings, call votes, 
  
  The Lost City 
  Living Kingdoms of Kalamar 
  12
  encourage debate, and protect the thane’s 
  chambers.”  
   
  • What are your abilities? 
  • “I have knowledge of many subjects, and 
  was created with basic social skills to 
  ensure I would not offend nobles and 
  guests. I can detect falsehood, and those 
  of evil intent. My duties also require that I 
  protect and maintain the protection on the 
  thane’s room.” 
   
  • So if you were destroyed, the thane’s room 
  would be unprotected? 
  • “Yes, that is what my creator told me.” 
   
  • Who was your creator? 
  • “Master Forgewright Dundir Graybeard 
  created 
  my 
  body, 
  while 
  the 
  wizard 
  Cronmere Bitterale gave me life.”  
   
  The characters may make checks about 
  these 
  two 
  individuals, 
  but 
  only 
  Knowledge (history) DC 35 reveals 
  any information on Graybeard. He was 
  known for his ability to craft exactly what 
  he wanted every time. The stories say 
  that he never needed to restart a project 
  due to a mistake - he always got it right 
  the first time! 
   
  • Were they from this city? 
  • “Master Forgewright Graybeard lived here 
  for several years, but my father was from a 
  clan farther north.” 
   
  • Why do you call the wizard your father? 
  • “He gave me life and taught me things. 
  That is what a father does for his children, 
  and so that is what I call him.” 
   
  • Who is the thane you protect? 
  • “The 
  thane 
  is 
  Thorgrim 
  Whitecrest, 
  Orcslayer, Giantbane, Trollbane, and Lord 
  of the Whitecrest Clan.” 
   
  A character who succeeds at a Bardic 
  Knowledge 
  DC 
  15, 
  Knowledge 
  (history) DC 20, dwarf character 
  intelligence check DC 10 (or other 
  similar knowledge checks the judge 
  considers acceptable) knows that the 
  term “slayer” indicates that Thorgrim has 
  personally killed at least 50 of the 
  creatures, while “bane” indicates that he 
  has killed at least 20. These deeds are a 
  noteworthy accomplishment, especially 
  for a smaller city such as this one. 
   
  The Whitebeard clan is not known to anyone 
  (they all died during the dragon attack). 
   
  • Do you know the thane is dead? 
  • “No, I did not know that.” 
   
  • So can you just stop doing your duty now? 
  • “No, that option is not available to me.” 
   
  • How can you stop doing your duty? 
  • “Another thane will arrive, and he will 
  command me.” 
   
  • What do you mean “another will come?” How 
  do you know that? 
  • “It is my duty to protect the entrance to the 
  thane’s rooms, and wait on him to return. If 
  a thane dies, another comes. It is the way 
  of these things.” 
   
  Knowledge (arcana) or Spellcraft DC 15 
  recognizes that this response may be due to a 
  magical enchantment on the golem to prevent 
  it from being used against the thane. The 
  obvious fallacy in its logic was likely placed 
  there intentionally.  
   
  • What was the last command the thane gave 
  you? 
  • “Protect the chambers!” 
   
  • Where is the entrance to the throne room? 
  • “It is behind me.” 
   
  • May we enter? 
  • “Certainly, but you must answer questions 
  under oath before I allow it.” 
   
  • What kind of oath? 
  • “I ask a question and you must answer 
  truthfully. If you lie, I must carry out my 
  duty.” 
   
  • What do you mean? 
  • “I would be bound to try and destroy you.” 
   
  • Is that what happened to the goblin? 
  • “He answered falsely, and I killed him.” 
  • What will you ask us? 
  
  The Lost City 
  Living Kingdoms of Kalamar 
  13
  • I cannot tell you. I can only say that if you 
  have come with malice in your hearts, it 
  would be best to leave now. 
   
  Once the characters have finished asking 
  questions, the golem instructs them to stand 
  before it (one at a time). They must be in the 5-ft 
  square immediately in front of the creature. It 
  raises its hands and places them over the 
  character’s head palms down. It then uses 
  detect evil and zone of truth.   
   
  Once those abilities have been activated, it 
  proceeds to the questions: 
   
  If the character detects as evil 
  The golem asks this question: 
  “You have darkness in your heart. It festers 
  like a disease that must be purged. Do you 
  seek to bring that darkness here, to cause 
  harm to the thane or the inhabitants of this 
  city?”  
   
  Assuming the character answers, “no” then 
  continue to this question: 
   
  “Swear then that while you are within this 
  realm you will not knowingly undertake any 
  action that will cause the harm of the thane 
  or inhabitants of this city?” 
   
  Obviously, the correct answer is “yes.” 
   
  Note: PCs should not be evil, as playing an evil 
  alignment is not allowed in the Living Kalamar 
  campaign, but it is possible that due to some 
  object on their person, they trigger the detect 
  evil spell. 
   
  If the character does not detect as evil 
  The golem asks the following question: 
  “I sense honor and nobility within your heart. 
  You light the way for others to follow. Do you 
  seek to bring that honor and nobility to your 
  meeting with the thane and in all your 
  actions in this city?” 
   
  Obviously, the correct answer to this is also 
  "Yes." 
   
  If all of the characters answer correctly and 
  truthfully, the golem opens the door for them into 
  room 11. 
   
   
   
  Room 11: 
  Throne Room 
   
  The stench of rotting meat is thick in the 
  dusty air. Several lizard corpses lie around 
  the large room, all showing signs of 
  consumption. Near the rear of the room, past 
  a column that holds the roof forty foot above 
  you, a large shape lies sprawled against the 
  wall. Through the gloom, long wings are 
  barely 
  visible, 
  lying 
  limp 
  against 
  the 
  creature’s body. A large pile of treasure 
  covers the floor near the slumbering beast.  
   
  For purposes of combat, the column described 
  above is in the exact center of the room and 
  completely covers one five foot square of your 
  choosing. 
   
  The lizards have all been eaten within the past 
  week, so they remain relatively “fresh”. The 
  stench actually comes from the decaying form of 
  the dead dragon at the rear of the chamber. 
  Hidden behind the creature’s tail is its last 
  surviving offspring, and the current “Master” of 
  the ruins. (None of the other denizens of the 
  ruins know that the "baby" dragon is quite so 
  vulnerable, and being relatively clever, the youth 
  has kept them believing that its mother is alive.) 
   
  There 
  are 
  several 
  different 
  avenues 
  the 
  characters may choose to travel, but if any of 
  them get within twenty feet of the treasure, an 
  audible alarm trap may be activated, drawing out 
  the remaining dragon and starting combat.  
   
  Conversely, 
  if 
  the 
  characters 
  attempt 
  to 
  investigate the dragon, the smaller one may 
  pretend to be somewhat “helpless” in order to 
  get closer to the party and learn about them. It 
  will eventually attack, but it, even more so than 
  the cyclops’s, believes it is entirely capable of 
  defeating a handful of thieves in its own lair.  
   
  Just to be clear, the dragon is evil, and wants to 
  destroy the party and keep their treasure for 
  itself. The only deals it is interested in making 
  are whether or not the characters get to live if 
  and when they give everything they have to the 
  dragon (of course, if they are stupid enough to 
  take all their equipment off and hand it over, the 
  dragon kills them anyway). 
   
  After play testing this event the campaign staff 
  determined that some GMs may wish to alter the 
  dragon’s stats to provide a greater challenge to 
  
  The Lost City 
  Living Kingdoms of Kalamar 
  14
  his or her players.  Don’t do this.  Leave the 
  critter as he is and he should be plenty enough 
  of a challenge to parties that are appropriately 
  tier’ed. 
   
  Tactically, the dragon tries to open with a breath 
  weapon attack, followed by closing with a 
  character wearing heavy armor for melee 
  combat. The creature is smart, and will actively 
  avoid being flanked if possible. There are 
  several columns and shadowed areas inside the 
  room, and it makes full use of them if possible.  
   
  Since it is a younger dragon, it will not consider 
  retreat until it is far too late. The judge can go 
  into detail about how the creature gets “wild 
  around the eyes” when struck in combat. A more 
  experienced 
  dragon 
  would 
  maintain 
  its 
  composure, attempting to retreat and heal itself 
  when combat turned against it.  
   
  ATL 1 (EL 2) 
  Wyrmling Red Dragon 
   
  ATL 3 (EL 3) 
  Wyrmling Red Dragon 
   
  ATL 5 (EL 5) 
  Young Red Dragon 
   
  ATL 7 (EL 7) 
  Juvenile Red Dragon 
   
  ATL 9 (EL 9) 
  Juvenile Red Dragon 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Room 12: 
  Treasure Room 
  (Conclusion) 
   
  The 
  dragon 
  defeated, 
  the 
  only 
  room 
  remaining to explore is the treasure chamber 
  behind the throne room. Piles of coin glisten, 
  and gold gleams from chalices, jewelry, and 
  gems. Marble statues decorate the room, 
  looking at each other with lifelike gazes. 
   
  If the PCs have defeated all the dangers in the 
  ruins, they may make multiple trips to the 
  treasure room without trouble. Otherwise, they 
  should only be allowed to take with them what 
  treasure they can carry. (Regardless of how they 
  try, the marble statues are immobile without 
  being broken.) Full treasure is detailed in the 
  treasure summary. 
   
  The dwarves funding the expedition take 30% of 
  whatever coins they bring out, but the PCs may 
  keep any items they recover. The dwarves are 
  happy for whatever the PCs manage to salvage 
  and accompany the party back to Bet Rogala. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Lost City 
  Living Kingdoms of Kalamar 
  15
  Awards 
   
  TREASURE 
  Rooms 3 and 5: The ogre and cyclops equipment is crude in poor care, and is not saleable. PCs may 
  keep the great clubs if they choose, but these have no market value. 
   
  Room 9: Studded Leather Armor x7 (may be sold for 12.5 gp each). PCs may keep the goblin clubs if 
  they choose, but these have no resale value. (The dwarves are uninterested in purchasing goblin armor.) 
   
  Room 11: PCs may harvest the dragon scales from this encounter. At ATLs 1-3, there are enough 
  materials to make one suit of masterwork hide armor for a small creature. At ATLs 5 and higher, there are 
  enough materials to make one suit of masterwork hide armor for a medium creature or two suits of armor 
  for small creatures. (For other options, see the Dungeon Master's Guide 3e revised, p. 284.) The mother 
  dragon has rotted to such a degree that her scales are not harvestable. 
   
  Room 12/Conclusion:  
  If the party is a full table of six PCs, there is a total of 4500 gp in coins in the treasure room. If the PCs 
  have time to take it all, they may assume that they take home a total of 3150 all together (as the dwarves 
  take 30% off the top). If they have to choose what they take, the treasure includes, as follows: 
   
  2 chests full of a total of 10,000 copper pieces. (Each chest weighs 125 lbs. The total copper weighs 200 
  lbs.) 
  2 chests full of a total of 5,000 silver pieces. (Each chest weighs 75 lbs. The total silver weighs100 lbs.) 
  1 chest full of a total of 1,000 gold pieces. (The chest, full, weighs 45 lbs. The total gold weighs 20 lbs.) 
   
  Note: 3150 gp divides evenly as 525 gp each for a six person party. In cases where the party playing the 
  adventure is only 4 people, the total gold value found in the treasure room is, instead, 3000, meaning 
  2100 for the party, and still equaling 525 gp per PC. If the party is only 5 people, the total gold value 
  found in the treasure room is 3750, with the PCs taking home a total of 2625. The PCs should not be 
  awarded more than 525 each for this adventure, regardless of how many PCs are at the table. Cohorts 
  count toward this total, and should be awarded equally to the PCs. 
   
  Treasure objects found in the treasure room, which the dwarves are willing to purchase from the PCs for 
  full value unless otherwise mentioned, are as follows: 
   
  Antique magnifying glass. Full value 100 gp; resale value 50 gp. 
  Masterwork longsword. Full value 315 gp; resale value 7 gp. 
  Half plate dwarven armor. Full value 600 gp; resale value is 300 gp. 
  Masterwork dwarven waraxe. Full value 330 gp; resale value is 15 gp. 
  Gem-studded silver chalice. Full value 105 gp; resale value is 52 gp. 
  Silver necklace with malachite. Full value 55 gp; resale value is 27 gp. 
  Freshwater pearl necklace. Full value 55 gp; resale value is 27 gp. 
  Composite longbow STR 2. Full value 300 gp; resale value is 150 gp. 
  Small marble statuette. Full value 55 gp; resale value is 27 gp. 
  Bone scroll case containing scrolls (listed in certed items, below). This has no particular value. 
  Other treasure items may be described as tarnished or rotted in such fashion that they no longer have 
  value. 
   
  Certed items found in the treasure room are as follows: 
   
  Scroll of fog cloud. Resale value is 75 gp. 
  Scroll of delay poison. Resale value is 100 gp. 
  Scroll of soften earth and stone. Resale value is 75 gp. 
  Scroll of gust of wind. Resale value is 75 gp. 
   
  The dwarves are uninterested in purchasing scrolls from the PCs. 
  
  The Lost City 
  Living Kingdoms of Kalamar 
  16
  Scale of the Red Dragon. The spirits of the dwarves who were slaughtered by the dragon have 
  enhanced this dragon scale with magical properties in appreciation for their spirits being avenged. The 
  scale can be worn as a belt buckle; as a blessing from the dwarves, this item may be combined with a 
  magical belt and still retain its benefits. Choose from the options below, then cross through the others. 
  The character may sell or trade the item, but it loses all magical enhancements and becomes a mere 
  curiosity. 
   
  Benefit (select two, one from each category): 
  Body 
   
   
   
   
   
  Spirit 
  ___ +1 Divine bonus to Str 
   
   
  ___ +1 Divine Bonus to Int 
  ___ +1 Divine bonus to Dex 
   
   
  ___ +1 Divine Bonus to Wis 
  ___ +1 Divine bonus to Con 
   
   
  ___ +1 Divine Bonus to Cha 
   
   
  The dwarves are willing to purchase following certed items at full item value: 
   
  Dwarven Armorer's Hammer:  This hammer was found in the treasury of the abandoned Dwarven City of Narr-
  Kerak. It provides a +2 enchantment bonus to Craft: Armorsmithing. As a master work hammer it also 
  confers the normal +2 circumstance bonus for a masterwork tool. Full value 450gp; resale value 225. 
   
  Dwarven Weaponsmith's Hammer:  This hammer was found in the treasury of the abandoned Dwarven 
  City of Narr-Kerak. It provides a +2 enchantment bonus to Craft: Weaponsmithing. As a master work 
  hammer it also confers the normal +2 circumstance bonus for a masterwork tool. Full value 450gp; resale 
  value 225. 
   
  Dwarven Whitesmith's Hammer:  This hammer was found in the treasury of the abandoned Dwarven City of 
  Narr-Kerak. It provides a +2 enchantment bonus to Craft: Whitesmithing. As a master work hammer it also 
  confers the normal +2 circumstance bonus for a masterwork tool. Full value 450gp; resale value 225. 
   
   
  Dwarven Smith's Hammer:  This hammer was found in the treasury of the abandoned Dwarven City of Narr-
  Kerak. It provides a +2 enchantment bonus to Craft: Blacksmithing. As a master work hammer it also 
  confers the normal +2 circumstance bonus for a masterwork tool. Full value 450gp; resale value 225. 
   
  The dwarves are willing to purchase the following certed items at resale value: 
   
  Mug of Ever-cold Ale: This stone mug, engraved with tavern scenes depicting dwarves singing 
  traditional pub songs, was found in the treasury of the abandoned Dwarven City of Narr-Kerak. It has a 
  permanent cantrip that keeps it chilled at all times. Full value 1050 gp; resale value 525. 
   
  Mulled Mug: This thick glass mug, etched with snowy scenes of dwarves sharing warm drinks near the 
  fire, was found in the treasury of the abandoned Dwarven City of Narr-Kerak. It has a permanent cantrip 
  that keeps it pleasantly warm at all times. Full value 1050 gp; resale value 525.
  
  The Lost City 
  Living Kingdoms of Kalamar 
  17
  Experience Points and Day Units 
   
  Experience is awarded to PCs based on the number of adventures the PCs have played. Tier 1 is 
  awarded to PCs who have played up to 25 adventures. Tier 2 is awarded to PCs who have played 
  between 26 and 74 adventures. Tier 3 is for PCs who have played 75+ adventures. 
   
  The Campaign Staff recommends that Discretionary Experience for Role Playing be rewarded in full to all 
  players who engage in appropriate and game enhancing role play over the course of the module. 
   
  Experience 
  Tier 1 
  Tier 2 
  Tier 3 
  Room 3: Defeating or avoiding combat with the ogres 
  50 
  100 
  150 
  Room 5: Defeating or avoiding combat with the cyclopses 
  50 
  100 
  150 
  Room 6: Discovering the tomes in the market. 
  25 
  50 
  75 
  Room 8: Overcoming the challenge of the traps on the 
  bridge. (Note: xp should be rewarded for disarming, avoiding, 
  or simply surviving the traps' damage.) 
  75 
  150 
  225 
  Room 9: Defeating or avoiding combat with the goblins. 
  75 
  150 
  225 
  Room 10: Gaining access to the throne room through the 
  golem. 
  25 
  50 
  75 
  Room 11: Defeating the dragon. 
  100 
  200 
  300 
  Discretionary Experience for Role Playing 
  100 
  200 
  300 
  Total Possible Experience Reward 
  500 
  1000 
  1500 
   
   
  A judge who “eats” this adventure (judges the adventure without playing it first) receives the Total 
  Possible Experience Reward according to their character’s level. 
  
  The Lost City 
  Living Kingdoms of Kalamar 
  18
  Appendix I:  NPCs and Monsters 
   
   
  Room 3: Ogre Lair 
   
  Ogre (CR 3) 
  Large Giant; 4d8+11 (29 hp); Init -1; Spd 30 ft (6 squares); AC 16 (-1 size, -1 Dex, +5 natural, +3 hide 
  armor; touch 8; flat-footed 16); BAB/Grp +3/+12; Attack Greatclub +8 melee (2d8+7); Space/Reach 10 
  ft./10 ft.; SA - ; SQ Darkvision 60 ft., low-light vision; AL NE; Saves Fort +6, Ref +0, Will +1; Str 21, Dex 8, 
  Con 15, Int 6, Wis 10, Cha 7. 
   
  Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (greatclub) 
  Possessions: hide armor, greatclub 
   
  Ogre Barbarian (CR 7) 
  Large Giant; 4d8+11 plus 4d12+16 (79 hp); Init 0; Spd 40 ft (8 squares); AC 17 (-1 size, +5 natural, +3 
  hide armor; touch 9; flat-footed 18); BAB/Grp +7/+19; Attack Greatclub +15 melee (2d8+12); 
  Space/Reach 10 ft./10 ft.; SA Rage 2/day ; SQ Darkvision 60 ft., low-light vision, trap sense +1, uncanny 
  dodge; Saves Fort +12, Ref +2, Will +2; AL NE; Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +13, Hide -6, Jump +17, Listen +6, Spot +2; Power Attack, Toughness, Weapon 
  Focus (greatclub) 
  Possessions: hide armor, greatclub 
   
   
  Room 5: Cyclops Lair 
   
  Cyclops Juvenile (CR 3) 
  Large Giant; 4d8+11 (29 hp); Init -1; Spd 30 ft (6 squares); AC 16 (-1 size, -1 Dex, +5 natural, +3 hide 
  armor; touch 8; flat-footed 16); BAB/Grp +3/+12; Attack Greatclub +8 melee (2d8+7); Space/Reach 10 
  ft./10 ft.; SA - ; SQ Darkvision 60 ft., low-light vision, no depth perception; Saves Fort +6, Ref +0, Will +1; 
  AL NE; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7. 
   
  Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (greatclub) 
  Possessions: hide armor, greatclub 
   
  Cyclops Warrior (CR 7) 
  Large Giant; 4d8+11 plus 4d12+16 (76 hp); Init 0; Spd 40 ft (8 squares); AC 17 (-1 size, +5 natural, +3 
  hide armor; touch 9; flat-footed 18); BAB/Grp +7/+19; Attack Greatclub +15 melee (2d8+12); 
  Space/Reach 10 ft./10 ft.; SA Rage 2/day ; SQ Darkvision 60 ft., low-light vision, no depth perception, trap 
  sense +1, uncanny dodge; AL NE; Saves Fort +12, Ref +2, Will +2; Str 26, Dex 11, Con 18, Int 8, Wis 10, 
  Cha 4. 
   
  Skills and Feats: Climb +13, Hide -6, Jump +17, Listen +6, Spot +2; Power Attack, Toughness, Weapon 
  Focus (greatclub) 
  Possessions: hide armor, greatclub 
   
  No Depth Perception (Ex): The cyclops does not use ranged weapons, as it is unable to gauge distances 
  accurately. If the giant ever decides to use a ranged weapon, is suffers a -8 racial penalty. For the same 
  reason, a cyclops can overrun its opponent, but not charge. Building momentum in such a short burst, the 
  giant does not have the time to slow down its pace and still attack properly.  
   
  At short distances (10 ft.) the cyclops is intelligent enough to understand and estimate where its 
  opponents are and suffers no penalties for melee combat. 
  
  The Lost City 
  Living Kingdoms of Kalamar 
  19
  Room 9: Goblin Lair 
   
  Note: The goblin druid in this adventure does not currently have an animal companion. Additionally, he 
  does not use his wild shape ability. The Goblin Warrior statistics apply to the Lizard Herders as well as 
  the Goblin Warriors. 
   
  ATL 1 
  Goblin Druid (CR 1) 
  Small Humanoid Dru2; 2d8+2 (hp 14); Init +3 (+3 Dex); Spd 30 ft.; AC 14 (+3 Dex, +1 Size; touch 14; flat-
  footed 11); BAB/Grp +0/-4; Attack Club +1 melee (1d4); Space/Reach 5 ft./5 ft.; Saves Fort +4, Ref +3, 
  Will +5; AL NE; Str 11, Dex 16, Con 12, Int 12, Wis 15, Cha 11. 
   
  Languages Spoken: Druidic, Gnoll, Goblin. 
  Skills and feats: Concentration +6, Craft (leatherworking) +6, Hide +7, Listen +7, Move silently +7, Spot 
  +5, Swim +6, Survival +7; Combat casting. 
   
  Druid Spells Per Day: 4/3. Save DC: 10 + 3 (Wis) + spell level. 
  Spells Memorized: 0 - detect magic, flare, purify food and drink, virtue; 1 – produce flame, shillelagh, 
  summon nature’s ally I.  
   
  Goblin Warrior (CR ½) 
  Small Humanoid Ftr1; 1d10+1 (hp 6) Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+3 Dex, +1 Size, +3 studded 
  leather armor); BAB/Grp +1/-3; Attack +4 club melee (1d4+3), or +5 javelin ranged (1d4+2); Space/Reach 
  5 ft;/5 ft.; SV Fort +3, Ref +3, Will -2; AL CE; Str 15, Dex 16, Con 13, Int 11, Wis 6, Cha 8. 
   
  Languages Spoken:  Goblin. 
  Skills and feats: Craft (leatherworking) +2, Disable device +1, Hide +7, Jump +6, Listen -2, Move silently 
  +7, Spot -2; Combat Reflexes, Dodge. 
  Possessions: studded leather armor, club 
   
   
  ATL 3 
  Goblin Druid (CR 3) 
  Small Humanoid Dru4; 4d8+4 (hp 28); Init +3 (+3 Dex); Spd 30 ft.; AC 14 (+3 Dex, +1 Size; touch 14; flat-
  footed 11); BAB/Grp +3/-1; Attack Club +4 melee (1d4); Space/Reach 5 ft./5 ft.; Saves Fort +5, Ref +4, 
  Will +7; AL NE; Str 11, Dex 16, Con 12, Int 12, Wis 16, Cha 10. 
   
  Languages Spoken: Druidic, Gnoll, Goblin. 
  Skills and feats: Concentration +8, Craft (leatherworking) +6, Hide +7, Listen +8, Move silently +7, Spot 
  +6, Swim +6, Survival +8; Combat casting, dodge. 
   
  Druid Spells Per Day: 5/4/3. Save DC: 10 + 3 (Wis) + spell level. 
  Spells Memorized: 0 - detect magic, flare, purify food and drink, resistance, virtue; 1 – faerie fire, produce 
  flame, shillelagh, summon nature’s ally I; 2 – barkskin, flaming sphere, heat metal. 
   
  Goblin Warrior (CR 1) 
  Small Humanoid Ftr2; 2d10+2 (hp 12) Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+3 Dex, +1 Size, +3 studded 
  leather armor); BAB/Grp +2/-2; Attack +5 club melee (1d4+3), or +6 javelin ranged (1d4+2); Space/Reach 
  5 ft;/5 ft.; SV Fort +4, Ref +3, Will -2; AL CE; Str 15, Dex 16, Con 13, Int 11, Wis 6, Cha 8. 
   
  Languages Spoken:  Goblin. 
  Skills and feats:  Climb +5, Craft +2, Hide +7, Jump +7, Listen -2, Move silently +7, Spot -2; Combat 
  Reflexes, Dodge, Point Blank Shot. 
  Possessions: studded leather armor, club 
   
   
  
  The Lost City 
  Living Kingdoms of Kalamar 
  20
   
  ATL 5 
  Goblin Druid (CR 5) 
  Small Humanoid Dru6; 6d8+4 (hp 42); Init +3 (+3 Dex); Spd 30 ft.; AC 14 (+3 Dex, +1 Size; touch 14; flat-
  footed 11); BAB/Grp +4/+0; Attack Club +5 melee (1d4); Space/Reach 5 ft./5 ft.; Saves Fort +6, Ref +5, 
  Will +8; AL NE; Str 11, Dex 16, Con 12, Int 12, Wis 16, Cha 10. 
   
  Languages Spoken: Druidic, Gnoll, Goblin. 
  Skills and feats: Concentration +8, Craft (leatherworking) +6, Hide +7, Listen +8, Move silently +7, Spot 
  +6, Swim +6, Survival +8; Combat casting, dodge. 
   
  Druid Spells Per Day: 5/4/4/2. 
  Spells Memorized: 0 - detect magic, flare, purify food and drink, resistance, virtue; 1 – faerie fire, produce 
  flame, shillelagh, summon nature’s ally I; 2 – barkskin, flaming sphere, heat metal, resist energy; 3 – 
  spike growth, summon nature’s ally III. 
   
  Goblin Warrior (CR 2) 
  Small Humanoid Ftr3; 3d10+3 (hp 18) Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+3 Dex, +1 Size, +3 studded 
  leather armor); BAB/Grp +3/-1; Attack +6 club melee (1d4+3), or +7 javelin ranged (1d4+2); Space/Reach 
  5 ft;/5 ft.; SV Fort +4, Ref +4, Will -1; AL CE; Str 15, Dex 16, Con 13, Int 11, Wis 6, Cha 8. 
   
  Languages Spoken:  Goblin. 
  Skills and feats:  Climb +6, Craft (leatherworking) +3, Hide +7, Jump +7, Listen -2, Move silently +7, Spot 
  -2; Combat Reflexes, Dodge, Point Blank Shot, Precise Shot. 
  Possessions: studded leather armor, club 
   
   
  ATL 7 
  Goblin Druid (CR 7) 
  Small Humanoid Dru8; 8d8+6 (hp 56); Init +3 (+3 Dex); Spd 30 ft.; AC 14 (+3 Dex, +1 Size; touch 14; flat-
  footed 11); BAB/Grp +6/+2; Attack Club +7/+2 melee (1d4); Space/Reach 5 ft./5 ft.; Saves Fort +7, Ref 
  +5, Will +9; AL NE; Str 11, Dex 16, Con 12, Int 12, Wis 17, Cha 10. 
   
  Languages Spoken: Druidic, Gnoll, Goblin. 
  Skills and feats: Concentration +8, Craft (leatherworking) +6, Hide +7, Listen +8, Move silently +7, Spot 
  +6, Swim +6, Survival +8; Combat Casting, Dodge. 
   
  Druid Spells Per Day: 6/5/4/3/2. 
  Spells Memorized: 0 - detect magic, flare x2, purify food and drink, resistance, virtue; 1 – faerie fire x2, 
  produce flame, shillelagh, summon nature’s ally I; 2 – barkskin, flaming sphere, heat metal, resist energy; 
  3 – cure moderate wounds, spike growth, summon nature’s ally III; 4 – dispel magic, flame strike. 
   
  Goblin Warrior (CR 3) 
  Small Humanoid Ftr4; 4d10+4 (hp 24) Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+3 Dex, +1 Size, +3 studded 
  leather armor); BAB/Grp +4/+0; Attack +8 club melee (1d4+3), or +7 javelin ranged (1d4+2); 
  Space/Reach 5 ft;/5 ft.; SV Fort +5, Ref +4, Will -1; AL CE; Str 16, Dex 16, Con 13, Int 11, Wis 6, Cha 8. 
   
  Languages Spoken:  Goblin. 
  Skills and feats:  Climb +6, Craft (leatherworking) +3, Hide +7, Jump +7, Listen -2, Move silently +7, Spot 
  -2; Combat Reflexes, Dodge, Far Shot, Point Blank Shot, Precise Shot. 
  Possessions: studded leather armor, club 
   
   
  ATL 9 
  Goblin Druid (CR 9) 
  
  The Lost City 
  Living Kingdoms of Kalamar 
  21
  Small Humanoid Dru10; 10d8+4 (hp 70); Init +3 (+3 Dex); Spd 30 ft.; AC 14 (+3 Dex, +1 Size; touch 14; 
  flat-footed 11); BAB/Grp +7/+3; Attack Club +8/+3 melee (1d4); Space/Reach 5 ft./5 ft.; Saves Fort +8, 
  Ref +6, Will +10; AL NE; Str 11, Dex 16, Con 12, Int 12, Wis 16, Cha 10. 
   
  Languages Spoken: Druidic, Gnoll, Goblin. 
  Skills and feats: Concentration +8, Craft (leatherworking) +6, Hide +7, Listen +8, Move silently +7, Spot 
  +6, Swim +6, Survival +8; Combat Casting, Dodge. 
   
  Druid Spells Per Day: 6/5/5/4/3/2. 
  Spells Memorized: 0 - detect magic, flare x2, purify food and drink, resistance, virtue; 1 – faerie fire x2, 
  produce flame, shillelagh, summon nature’s ally I; 2 – barkskin, flame blade, flaming sphere, heat metal, 
  resist energy; 3 –  cure moderate wounds, spike growth, stone shape, summon nature’s ally III; 4 – dispel 
  magic, flame strike, freedom of movement; 5 – baleful polymorph, death ward. 
   
  Goblin Warrior (CR 4) 
  Small Humanoid Ftr5; 5d10+4 (hp 30) Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+3 Dex, +1 Size, +3 studded 
  leather armor); BAB/Grp +5/+1; Attack +9 club melee (1d4+3), or +8 javelin ranged (1d4+2); 
  Space/Reach 5 ft;/5 ft.; SV Fort +5, Ref +4, Will -1; AL CE; Str 16, Dex 16, Con 13, Int 11, Wis 6, Cha 8. 
   
  Languages Spoken:  Goblin. 
  Skills and feats:  Climb +7, Craft (leatherworking) +3, Hide +8, Jump +7, Listen -2, Move silently +7, Spot 
  -2; Combat Reflexes, Dodge, Far Shot, Point Blank Shot, Precise Shot. 
  Possessions: studded leather armor, club 
   
   
   
  Room 11: Throne Room 
   
  ATL 1 (CR 2) 
  Wyrmling Red Dragon (4 Years Old)  
  Medium Dragon  
  Hit Dice: 3d12+2 (22 HP)  
  Initiative: +0 (dex) 
  Speed: 40 Ft., Fly 150 Ft. (Poor) 
  AC: 15 (0 Size, 5 Natural, 0 Dex)  
  Attacks: +10 Bite (1d8+2), +5 x2 Claws (1d4+1), +5 x2 Wings (1d4+1)  
  Face/Reach: 5 Feet / 5 Feet  
  Breath Damage (DC): Fire 2d8(12), 40 Ft Line, 20 Ft Cone 
  Saves: Fort +4, Ref +2, Will +2 
  Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 11, Cha 10 
  Skills: Listen +7 (Wis), Spot +7 (wis), Search +7 (int), Bluff +3 (Cha), Concentration +4 (Con), Diplomacy 
  +2 (Cha), Escape Artist +2 (Dex), Knowledge (Arcana) +2 (int), Knowledge (Dragons) +2 (int), Knowledge 
  (Geography) +2 (int), Knowledge (History) +2 (int), Knowledge (Religion) +2 (int), Scry +2 (int), Jump +10 
  (Str) 
  Feats: Flyby 
  Immunities: Sleep, Paralysis, Fire 
  Damage Reduction: 0 / +0 
   
  Alignment: Chaotic Evil 
   
   
  ATL 3 (CR 3) 
  Wyrmling Red Dragon (4 Years Old)  
  Medium Dragon  
  Hit Dice: 7d12+14 (59 HP)  
  Initiative: +0 (dex) 
  
  The Lost City 
  Living Kingdoms of Kalamar 
  22
  Speed: 40 Ft., Fly 150 Ft. (Poor) 
  AC: 16 (0 Size, 6 Natural, 0 Dex)  
  Attacks: +10 Bite (1d8+3), +5 x2 Claws (1d4+1), +5 x2 Wings (1d4+1) 
  Face/Reach: 5 Feet / 5 Feet  
  Breath Damage (DC): Fire 2d8(15), 60 Ft Line, 30 Ft Cone 
  Saves: Fort +7, Ref +5, Will +5 
  Abilities: Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10 
  Skills: Listen +7 (Wis), Spot +7 (wis), Search +7 (int), Bluff +3 (Cha), Concentration +4 (Con), Diplomacy 
  +2 (Cha), Escape Artist +2 (Dex), Knowledge (Arcana) +2 (int), Knowledge (Dragons) +2 (int), Knowledge 
  (Geography) +2 (int), Knowledge (History) +2 (int), Knowledge (Religion) +2 (int), Scry +2 (int), Jump +10 
  (Str) 
  Feats: Flyby 
  Immunities: Sleep, Paralysis, Fire 
  Damage Reduction: 0 / +0 
  Alignment: Chaotic Evil 
   
  ATL 5 (CR 5) 
  Young Red Dragon (16 Years Old)  
  Large Dragon  
  Hit Dice: 13d12+26 (97 HP)  
  Initiative: +0 (dex) 
  Speed: 40 Ft., Fly 150 Ft. (Poor) 
  AC: 21 (-1 Size, 12 Natural, 0 Dex)  
  Attacks: +18 Bite (2d6+6), +13 x2 Claws (1d8+3), +13 x2 Wings (1d6+3), +13 Tail Slap (1d8+9) 
  Face/Reach: 10 Feet / 10 Feet  
  Breath Damage (DC): Fire 3d10 (17), 60 Ft Line, 30 Ft Cone 
  Saves: Fort +11, Ref +8, Will +9 
  Abilities: Str 23, Dex 10, Con 15, Int 12, Wis 13, Cha 12 
  Skills: Listen +14 (Wis), Spot +14 (wis), Search +14 (int), Bluff +7 (Cha), Concentration +9 (Con), 
  Diplomacy +7 (Cha), Escape Artist +5 (Dex), Knowledge (Arcana) +6 (int), Knowledge (Dragons) +6 (int), 
  Knowledge (Geography) +6 (int), Knowledge (History) +6 (int), Knowledge (Religion) +6 (int), Scry +6 
  (int), Jump +20 (Str) 
  Feats: Flyby, Hover, Wingover 
  Immunities: Sleep, Paralysis, Fire 
  Damage Reduction: 0 / +0 
  Alignment: Chaotic Evil 
   
  ATL 7 (CR 7) 
  Juvenile Red Dragon (22 Years Old)  
  Large Dragon  
  Hit Dice: 14d12+28 (115 HP)  
  Initiative: +0 (dex) 
  Speed: 40 Ft., Fly 150 Ft. (Poor) 
  AC: 21 (-1 Size, 12 Natural, 0 Dex)  
  Attacks: +20 Bite (2d6+8), +15 x2 Claws (1d8+4), +15 x2 Wings (1d6+4), +15 Tail Slap (1d8+12) 
  Face/Reach: 10 Feet / 10 Feet  
  Breath Damage (DC): Fire 4d10 (18), 60 Ft Line, 30 Ft Cone 
  Saves: Fort +11, Ref +8, Will +9 
  Abilities: Str 26, Dex 10, Con 15, Int 12, Wis 13, Cha 12 
  Skills: Listen +14 (Wis), Spot +14 (wis), Search +14 (int), Bluff +7 (Cha), Concentration +9 (Con), 
  Diplomacy +7 (Cha), Escape Artist +5 (Dex), Knowledge (Arcana) +6 (int), Knowledge (Dragons) +6 (int), 
  Knowledge (Geography) +6 (int), Knowledge (History) +6 (int), Knowledge (Religion) +6 (int), Scry +6 
  (int), Jump +20 (Str) 
  Feats: Flyby, Hover, Wingover 
  Immunities: Sleep, Paralysis, Fire 
  Damage Reduction: 0 / +0 
  
  The Lost City 
  Living Kingdoms of Kalamar 
  23
  Alignment: Chaotic Evil 
   
   
  ATL 9 (CR 9) 
  Juvenile Red Dragon (33 Years Old)  
  Large Dragon  
  Hit Dice: 16d12+64 (185 HP)  
  Initiative: +0 (dex) 
  Speed: 40 Ft., Fly 150 Ft. (Poor) 
  AC: 24 (-1 Size, 15 Natural, 0 Dex)  
  Attacks: +24 Bite (2d6+9), +19 x2 Claws (1d8+4), +19 x2 Wings (1d6+4), +19 Tail Slap (1d8+13) 
  Face/Reach: 10 Feet / 10 Feet  
  Breath Damage (DC): Fire 5d10 (20), 80 Ft Line, 40 Ft Cone 
  Saves: Fort +14, Ref +10, Will +12 
  Abilities: Str 29, Dex 10, Con 19, Int 14, Wis 15, Cha 14 
  Skills: Listen +18 (Wis), Spot +18 (wis), Search +18 (int), Bluff +10 (Cha), Concentration +12 (Con), 
  Diplomacy +10 (Cha), Escape Artist +8 (Dex), Knowledge (Arcana) +10 (int), Knowledge (Dragons) +10 
  (int), Knowledge (Geography) +10 (int), Knowledge (History) +10 (int), Knowledge (Religion) +10 (int), 
  Scry +10 (int), SpellCraft +18 (int), Jump +25 (Str) 
  Feats: Quicken Spell, Hover, Wingover, Snatch 
  Immunities: Sleep, Paralysis, Fire 
  Damage Reduction: 0 / +0 
  Alignment: Chaotic Evil 
   
  Special Abilities:  
  Locate Object (Sp) 4/Day
  
  The Lost City 
  Living Kingdoms of Kalamar 
  24
  APPENDIX II: Player Handout 1 
   
   
   
   
   
   
   
  
  The Lost City 
  Living Kingdoms of Kalamar 
  25
  APPENDIX II: Player Handout 2 
   
  A selection of interesting passages from a recovered historical text in the market 
   
   
   
   
   guardia ….. throne room  
   
   
   
  Intelli 
  history and other topics in the forum
   clan lords, visitors, oth 
   
   
   
   door with po
   and spells 
   
   
  protector of 
   lan, and family 
   
   
   respect, honor, and feal 
   
   
  
  The Lost City 
  Living Kingdoms of Kalamar 
  26
  APPENDIX III: Map 
   
   
   
  Room 1: 
  Entry Hall 
  80 ft x 50 ft 
  Room 3: 
  Ogre Lair 
  20 ft x 20 ft 
  Room 5: 
  Cyclops Lair 
  20 ft x 20 ft 
  Room 6: 
  Market 
  150 ft x 300 ft 
  Room 7: 
  Lizard Pools 
  100 ft x 30 ft 
  Market Stalls 
  and ruins 
  Various sizes 
  Houses 
  Various sizes 
  Walkway from 
  goblin tents to 
  lizard pools 
  Goblin tents 
  Waterfall 
  Room 8: 
  Bridge 
  30 ft long 
  Room 2: 
  Ogre Hallway 
  10 ft wide 
  Room 2: 
  Cyclops Hallway 
  10 ft wide 
  Room 9: 
  Goblin Lair 
  80 ft x 40 ft 
  Room 10: 
  Forum 
  30 ft x 30 ft 
  Room 11: 
  Throne Room 
  120 ft x 50 ft 
  Dragon corpse 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKOK S2 - The Lost City.pdf