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  Vanishing Concerns 
  A One-Round D&D Living Kingdoms of Kalamar Adventure 
  Part One of Shades of Gray 
  An Adventure for 1st- through 4th-Level Characters 
  By Shawn Merwin 
   
   
   
   
  A merchant in need of guards for a shipment of precious spell components calls upon a group of heroes to 
  assist him. A simple trip from Bet Rogala to Lebolegido never brought so much adventure. A Living 
  Kingdoms of Kalamar module for party levels 1 through 4. 
   
   
   
   
   
   
   
   
  Vanishing Concerns, Shades of Gray, ImageQuest, the ImageQuest logo, the Kenzer and Company logo, Living Kingdoms of 
  Kalamar, the Living Kingdoms of Kalamar logo and Pekal Gazetteer are trademarks of Kenzer and Company. Kingdoms of 
  Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company. © Copyright 2003, Kenzer and 
  Company, Inc. All rights reserved. Dungeons & Dragons, Dungeon Master, D&D, RPGA, Living, the d20 system logo and the 
  Wizards of the Coast logo are all trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by 
  Kenzer & Company under license. © 2003 Wizards of the Coast, Inc. 
  
  Module Notes 
   
  This module is part one of Shades of Gray, a 
  series detailing the intricate spy networks utilized 
  by Tokis and Pekal, for use in the Living™ 
  Kingdoms of Kalamar campaign setting. It is 
  designed for 4 to 6 characters ranging from 1st to 
  4th level. It is advised that PCs go through this 
  module with a full party, as the challenges 
  presented may overwhelm a small party of 
  adventurers. 
   
  You, the judge (the authority figure of the 
  table and the administrator of the adventure), 
  need a copy of the Dungeons & Dragons® 3rd 
  Edition Player's Handbook, Dungeon Master's 
  Guide, and Monster Manual for these events. All 
  the adventures take place in the Kingdoms of 
  Kalamar setting in the Principality of Pekal. 
  Therefore, the DM should also have the 
  Kingdoms of Kalamar® Core Sourcebook and the 
  Kingdoms of Kalamar Player’s Guide. 
   
  Each encounter presented includes 
  abbreviated monster and NPC statistics. Specific 
  statistics for key Non-Player Characters (NPCs) 
  and other material are included in the appendices 
  at the back of this module as well as throughout 
  the module text itself. Certificates that may be 
  photocopied are also included. The DM should 
  read this adventure entirely no fewer than one 
  time before playing in order to ensure a precise 
  flow of movement, as there are many aspects 
  relating to the flavor and culture that are 
  important to the Living™ Kingdoms of Kalamar 
  campaign and to this adventure. 
   
   
  Background 
   
  The Lebolegido Tactical Academy stands as a 
  paradox. Once a school for enslaved gladiators, it 
  is a reminder of the violence and decadence of 
  the Kalamaran Empire. The Pekalese military 
  now operates the school as a training ground for 
  Pekalese officers and warriors who wish to fight 
  against Tokite aggression. While the brutal and 
  gory gladiatorial events that epitomize Kalamaran 
  violence no longer take place in Pekal to the 
  extent they did before Pekalese independence, 
  the arena in Lebolegido still hosts sometimes-
  lethal combats in front of the frenzied and 
  cheering onlookers. 
   
  Spies from Tokis, eager to disrupt any 
  organizations providing support to Pekal in its 
  fight to remain independent, have infiltrated the 
  Lebolegido Tactical Academy. The spies have 
  many objectives: gather information about 
  training and strategy, recruit subversives against 
  Pekal, sew discord among the students, 
  assassinate important figures in Pekal, etc. 
   
  Fortunately for Pekal, the Gray Legion 
  has learned of the treachery. In a bold strike, they 
  have secretly whisked away for interrogation two 
  of these spies posing as students. They also 
  have their sights set on a third student, as well as 
  a recruiter for the Lebolegido Tactical Academy 
  who works for Tokis. Since the legion operates in 
  secret, students seem to be disappearing. PC 
  involvement in the investigation may inadvertently 
  jeopardize the spy-capture operation. 
   
   
  Calendar and Climate 
   
  It is still the first week of Declarations (roughly 
  mid-to-late May) and the temperature is 60° 
  +1d12° Fahrenheit. The temperature drops 15 to 
  20 degrees at night. It hasn’t rained for a week, 
  but both crops and grass do not suffer from it as 
  the weather has been consistently temperate. 
   
  Veshemo (Tellene’s largest moon) is 
  waxing a quarter full. Dejy fortune tellers claim 
  that events are beginning to escalate and 
  something great will happen soon. Diadolai, the 
  smallest moon, is visible in the night sky, 
  however so faintly. This is a rare occurrence. 
   
   
  Adventure Synopsis 
   
  Introduction—The PCs, either individually or as 
  a group, are hired to transport several crates of 
  spell components to Lebolegido from Bet Rogala. 
  The merchant is extremely nervous because the 
  components are valuable and rare. In addition to 
  the PCs, there are two other guards: a cowardly 
  but talented duelist, and a student from the 
  Lebolegido Tactical Academy. 
   
  Encounter 1—On the road to Lebolegido, the 
  merchant’s caravan is “attacked.” Perceptive PCs 
  may note that the attackers don’t really try to 
  steal the merchandise. The PCs are attacked by 
  several small earth elementals. The student 
  disappears during the melee. 
   
  What has really happened here? The 
  Tokite spy network has put together this ruse to 
  extricate one of the Lebolegido Tactical Academy 
  students who is really a spy in their employ. They 
  have learned that their spies are being captured, 
  and they are trying to minimize their losses. The 
   
  - 2 -
  
  PCs happen to witness this extrication, although 
  once they arrive in Lebolegido and learn of the 
  other disappearances they most likely assume 
  that it is another student disappearance. 
   
  Encounter 2—Arriving at Lebolegido, the PCs 
  have the chance to learn that two other students 
  at the Lebolegido Tactical Academy have 
  disappeared under mysterious circumstances in 
  the last week. Two investigators from Lebolegido 
  question them about the disappearance they 
  witnessed. The PCs are asked to assist in the 
  investigation by their merchant patron. 
   
  Encounter 3—The PCs can meet with the 
  headmaster of the Lebolegido Tactical Academy, 
  who offers a small bit of information but is also 
  very unpleasant to deal with. His information 
  leads PCs to encounter 4. 
   
  Encounter 4—The PCs learn all three of the 
  missing students had problems with one of the 
  instructors. This instructor refuses to answer 
  questions unless the PCs can defeat some of his 
  pupils in a mock battle. Success here leads the 
  PCs to encounter 5. 
   
  Encounter 5—After gathering information from 
  one of the instructors, the PCs can interview a 
  student who inadvertently learned the three were 
  spies for the Tokite cause. 
   
  Encounter 6—On the trail of the Lebolegido 
  Tactical Academy recruiter and Tokite spy, a 
  force of brigands waylays the PCs. These 
  brigands are actually in the employ of the Gray 
  Legion, who are trying to delay the PCs from 
  jeopardizing the spy-capturing operation. 
   
  Conclusion—The PCs arrive at the town to find 
  the Tokite spy already captured or in the process 
  of being captured. A member of the Gray Legion 
  contacts the PCs to explain the situation and 
  establish positive contact for later missions. 
   
  Appendix I: Treasure Summary 
  Appendix II: Experience Point Summary 
  Appendix III: NPCs/Monsters 
  Appendix IV: Dueling in Pekal 
  Appendix V: The Gladiator School at 
  Lebolegido 
   
  - 3 -
  
  INTRODUCTION 
  APL ALL (EL 2) 
  Rekal’Mar and Lavanis, Ftr 1, hp 10 
   
   
  SUMMARY: The PCs meet the Reanaarian 
  merchant Raeteer, who is having an altercation 
  with two Kalamarans who contend that he owes 
  them money. If they assist him, Raeteer offers 
  the PCs employment. 
  If the PCs have defended the merchant, he is 
  relieved and grateful. He sizes up the PCs, nods 
  approvingly, and asks them if they are interested 
  in some very lucrative but dangerous guard duty. 
  If they seem interested, he asks them to meet 
  him at his office near the House of Scales (the 
  Merchant’s Guildehouse) just before sundown. 
   
  The players begin in Bet Rogala. 
   
   
  If the PCs ask him about the two 
  Kalamarans, he tells them that the two failed to 
  fulfill the terms of contract of a job he had hired 
  them to undertake, and now they expect payment 
  anyway. Payment for the guard duty is 20 gp per 
  PC, with an extra 10 gp added if any attacks 
  occur. The guard duty involves transporting spell 
  components to customers in Lebolegido. They 
  leave in the morning, and it is a two-day trip 
  there. 
  In the center of the city, the morning throng 
  goes about various tasks. It’s easy to see how 
  the sights, sounds, and smells of Bet Rogala 
  can be overwhelming to those not 
  accustomed to a crowd. Walking without 
  being jostled is very difficult. A tall, muscular 
  Kalamaran man wearing a breastplate bumps 
  [choose a PC a random] as he is having a 
  heated discussion with a Reanaarese 
  merchant in Merchant’s Tongue. 
   
   
  After the merchant finishes speaking, 
  the Kalamaran man’s hand shoots forward 
  and grabs the Reanaarian by the throat. “You 
  will pay, Raeteer, one way or another.” 
  Raeteer is an honest merchant, prone to anxious 
  twitching and worrying but affable enough. If 
  pressed about the two mercenaries who attacked 
  him, he truthfully tells the PCs that they were 
  supposed to escort a caravan led by one of his 
  workers to Baneta, but they abandoned the 
  caravan at the halfway point. They returned to 
  demand payment for the part of the journey they 
  completed, but as that was not part of the 
  contract, he is under no obligation to pay. 
   
  You can’t be sure, but from the look 
  on the merchant’s face, you think the 
  Kalamaran is squeezing quite firmly. 
   
  A Kalamaran woman, standing next to 
  the two men and also wearing a breastplate, 
  sees that you have noticed the exchange. She 
  steps toward [choose a PC again] and spits, 
  “Move along, friend. This matter doesn’t 
  concern you.” 
   
  Raeteer, Male Reanaarian, Exp 5, hp 20, Bluff 
  +7, Sense Motive +9. 
   
   
  Wait for the PC to respond. If the PCs move 
  away, they hear the merchant croak in a tortured 
  whisper, “Help me, please.” If the PC doesn’t 
  leave immediately, the Kalamaran mercenary 
  (Rekal’Mar) lets go of the merchant and turns 
  toward him. He threatens to bring all sorts of 
  physical harm to the PCs (A Sense Motive check 
  &DC 17) reveals that he’s hoping to avoid 
  combat), but neither he nor his female companion 
  (Lanavis) makes good on those threats. They 
  defend themselves with fists, however, if they are 
  attacked. If the PCs refuse to leave, the two 
  Kalamarans finally vacate the area, cursing and 
  threatening the merchant and the PCs. If the PCs 
  attack with weapons or do real damage instead of 
  subdual, guards arrest all of the people involved 
  in the brawl. Luckily, the merchant pulls some 
  strings to get the PCs released, but they should 
  get a stern lecture on the folly of attacking other 
  citizens. 
   
  ENCOUNTER 1: The Duelist, The 
  Gladiator, and The Caravan 
   
  SUMMARY: The caravan leaves Bet Rogala for 
  Lebolegido. During the evening, the caravan is 
  attacked. Although it seems the attack is meant 
  to steal the spell components, it is really a 
  diversion to get the gladiator out of Pekal and 
  back to Tokis. 
   
  The caravan leaves Bet Rogala early in the 
  morning on the day after the PCs meet the 
  merchant Raeteer. The caravan is comprised of 
  two wagons, each being pulled by two horses. 
  Raeteer drives one wagon, and his trusted 
  assistant Moaji the other. Each of the wagons 
  carries a dozen medium-sized crates, which each 
  contain approximately 100 gp worth of spell 
  components, only useful to a wizard. If the PCs 
   
   
  - 4 -
  
  do anything illegal involving the theft of these 
  materials, they are wanted for banditry and 
  pursued by both the Pekalese authorities and a 
  private force hired by the College of Magic. The 
  module is over and the characters are “Wanted.” 
   
  Along with the PCs, Raeteer has hired two other 
  guards: a Kalamaran named Varedan Aral’Velar 
  and a Kalamaran gladiator named Bisirel. Bisirel 
  does not reveal his last name, even if asked. 
   
  Varedan is a duelist who boasts to anyone within 
  earshot about his exploits in duels all over 
  Tellene. All his boasts are true, to a certain 
  extent. The duelist is a very accomplished rapier 
  fighter, but he can only concentrate when he 
  knows his life is not in danger, as with a non-
  lethal duel. When faced with a life-threatening foe 
  (such as the earth elementals that appear in this 
  encounter), he stays away from combat until a 
  foe approaches, and in that situation he goes on 
  the total defensive and retreats. 
   
  The gladiator Bisirel keeps to himself, answering 
  questions in monosyllables and spending most of 
  his time practicing with his spiked chain. He 
  admits to being a student at the Lebolegido 
  Tactical Academy, but not much else. Anyone 
  observing his practice (DC 15 Knowledge 
  (Fighting Styles)) can see that the young human 
  is very skilled with his weapon. 
   
  It is a two-day trip between Bet Rogala and 
  Lebolegido. During the night of the first day, 
  Bisirel volunteers to take the midnight watch 
  alone. PCs probably do not trust a stranger, so 
  they might stay up too. At some point, Bisirel tells 
  anyone sharing the watch with him that he is 
  going to take a walk around camp and stretch his 
  legs. Shortly after this, Bisirel shouts that he sees 
  bandits, and he runs off into the distance (75’) 
  and leaps down a small embankment. One round 
  later, the earth elementals appear halfway 
  between the caravan and the embankment. The 
  elementals disappear after 9 rounds. 
   
  A successful Spot check (DC 10) catches 
  Varedan avoiding combat with the earth 
  elementals. 
   
  As you look off in the direction Bisirel ran 
  [which is east], two things happen 
  simultaneously. You hear the sound of more 
  than a dozen armored creatures approaching 
  from the northeast [this is a ghost sound spell], 
  and the ground in that direction ripples, as if 
  the earth itself is waking. Then small forms, 
  comprised of rocks, dirt, and grass, take 
  shape and move toward you. The earth itself 
  is attacking you! 
   
  APL 1 (EL 1) 
  2 Small Earth Elemental, hp 11, see Appendix III 
   
  APL 2 (EL 3) 
  3 Small Earth Elemental, hp 11, see Appendix III 
   
  APL 3 (EL 4) 
  4 Small Earth Elemental, hp 11, see Appendix III 
   
  APL 4 (EL 5) 
  5 Small Earth Elemental, hp 11, see Appendix III 
   
  Tactics: The elementals are summoned 
  creatures, as per the Summon Monster V spell. 
  They appear directly between the caravan and 
  where Bisirel has run. They have been ordered to 
  keep anyone from approaching their summoner 
  for as long as possible. They do everything to 
  stay between the PCs and their summoner, even 
  if this means giving up attacks to move after PCs 
  who pass by them. 
   
  Developments: As Bisirel nears him, the Tokite 
  wizard casts summon monster V. As Bisirel leaps 
  over the embankment, the wizard casts ghost 
  sound to make it sound like men are moving 
  toward the caravan from another direction 
  (northeast, or just north of his position). After that, 
  he touches Bisirel and casts teleport to get back 
  to Tokis with the spy. Once the PCs deal with the 
  elementals, they can search the area. They find 
  no evidence of brigands in the area. A successful 
  Wilderness Lore check by someone with the 
  Track feat (DC 22) can find Bisirel’s tracks 
  leading over the short (10’ tall) embankment. At 
  the bottom of the embankment, a successful 
  Search check (DC 17) finds the following: two 
  sets of footprints that don’t go anywhere, a tiny 
  velvet bag that is empty, a bit of wool, and a 
  small red candle that has not been lit. A 
  Spellcraft check (DCs 15 and 20 respectively) 
  reveals these items are the components of the 
  ghost sound and Summon monster spells. A 
  detect magic cast in the area of the footprints and 
  successful Spellcraft checks reveal moderate 
  auras of both Transmutation and Conjuration 
  magic, as well as a faint aura of Illusion. 
   
   
   
   
  - 5 -
  
  ENCOUNTER 2: Good Cop/Bad Cop 
   
  SUMMARY: The rest of the trip to Lebolegido 
  passes uneventfully. Varedan makes excuses to 
  cover his cowardice, and if anyone questions his 
  bravery more than once, he challenges them to a 
  duel. At Lebolegido, the PCs learn about the 
  other disappearances at the Lebolegido Tactical 
  Academy. They are given the opportunity to 
  investigate. 
   
  During the battle with the elementals, anyone that 
  succeeded at a Spot check (DC 10) saw that 
  Varedan was avoiding combat. If he is confronted 
  on this, he claims that he was moving into 
  position to deal with anyone trying to sneak up 
  from behind and steal the goods. Further 
  derogatory comments about his courage lead 
  Varedan to challenge the offending PC to a duel. 
  As the challenger, he sets up the rules of the duel 
  to be very specific and clearly non-lethal. The 
  winner is the combatant who lands three solid 
  blows (ones that deal damage) with a bladed 
  weapon. 
   
  DM NOTE: See Appendix III for stats on 
  Varedan. Dueling in Pekal is detailed in 
  Appendix IV. 
   
  Varedan is a skilled duelist and should win the 
  duel without much of a problem. If a PC manages 
  to best him without resorting to cheating, that PC 
  receives the ADMIRATION OF VAREDAN cert. If 
  the PC is defeated in the duel but continues to 
  insult him, that PC receives the SCORN OF 
  VAREDAN cert. If a PC insults Varedan but 
  refuses to duel him, that PC also receives the 
  SCORN OF VAREDAN cert. 
   
  The large town of Lebolegido lies before you, 
  skirting the shores of the majestic Lake 
  Eb’Sobet. While not as bustling as Bet 
  Rogala, the town is obviously growing, as a 
  multitude of races walk the streets on this fine 
  evening. 
   
  When the PCs arrive in Lebolegido, Varedan 
  asks for his payment and spends the night at one 
  of the local inns before leaving Lebolegido the 
  next morning. He has no further role in this 
  module. Raeteer insists on reporting to the town 
  authorities that Bisirel has gone missing. He asks 
  the PCs to come with him to the guardhouse after 
  delivering the spell components to Kemp. (The 
  PCs may have met Kemp in the LKoK module 
  “The Rounds.” Role-play this if there is time. 
  Otherwise cut it and move on to the 
  interrogation.) The PCs may refuse to go with 
  Raeteer. If this is the case, they are found soon 
  afterward, no matter where they go, and 
  questioned by the investigators who are looking 
  into the other disappearances. 
   
  At the Lebolegido Town Guardhouse, Raeteer 
  reports Bisirel missing. Two investigators round 
  up all the PCs who are present and ask questions 
  regarding the disappearance. (They question 
  Varedan separately.) They ask the PCs about the 
  victim, the setting of the attack, any clues at the 
  scene, the backgrounds of the PCs, what the 
  PCs know about Raeteer, etc. 
   
  The first investigator, a mixed-blood 
  human named Eryll, is large, hairy, sweaty, and 
  gruff. He talks with a gravelly voice and treats 
  everyone like a criminal, or at least a thorn in his 
  side. The second investigator is a Fhokki half-elf 
  named Jerralk, slight and well mannered. He 
  does his best to be kind and considerate to the 
  witnesses. Together the two play the good 
  cop/bad cop routine to try to shake witnesses into 
  admitting involvement in the disappearances. 
  Role-play this as you wish and in the way you 
  think best suits the player characters—comic, 
  serious, intimidating—but in the end the 
  investigators should end up telling the players 
  more than the players tell them. 
   
  DM NOTE: When the investigators hear Bisirel 
  was a student at the Lebolegido Tactical 
  Academy, have the PCs make a Sense Motive 
  check (DC 15). A successful check reveals that 
  the investigators flinched and looked at each 
  other when given that information. If anyone asks 
  about the school, the investigators mention the 
  other disappearances. 
   
  The problem the investigators are having is that 
  they are members of the law-enforcement system 
  of Pekal, while the Lebolegido Tactical Academy 
  is under the jurisdiction of the Pekalese military. 
  While they are supposed to cooperate on matters 
  that would involve both branches, they rarely do. 
   
  Once convinced the PCs had nothing to do with 
  Bisirel’s disappearance, Eryll and Jerralk are 
  stymied. This is the third disappearance, and not 
  only are they far from solving anything, they can’t 
  even get into the Tactical Academy to investigate. 
   
  After the investigators give up and let the PCs go, 
  the merchant Raeteer chimes in. He does not 
   
  - 6 -
  
  want to be known as the merchant whose guards 
  either distrust him (like the two back in Bet 
  Rogala) or disappear while on duty. It’s bad for 
  business. Since he has a vested interest in 
  learning what has happened to Bisirel, he 
  decides to call in some favors. He asks the PCs if 
  they would assist him further. He hires them as 
  private investigators to look into the 
  disappearance (or disappearances, if they get 
  that information from Eryll and Jerralk). Raeteer 
  says that he knows someone in the Pekalese 
  military who can get the PCs an audience with 
  the headmaster of the academy. He suggests the 
  PCs go there and see if they can find something 
  more. 
   
   
  ENCOUNTER 3: A Stern Headmaster 
   
  SUMMARY: The PCs meet and speak to Linobi 
  P’Dagel, the headmaster of the Lebolegido 
  Tactical Academy. The icy and unemotional 
  Kalamaran can point them to one of the 
  instructors there as someone who had conflicts 
  with all three of the missing students, but first 
  they must somehow convince Linobi to speak 
  with them at all. 
   
  Raeteer speaks with his contact that evening, 
  and the next morning he gives the PCs the go-
  ahead to enter the Lebolegido Tactical Academy 
  and interview the headmaster. (Raeteer pays for 
  food and lodging for the PCs that evening.) If the 
  PCs mention payment for the new mission, 
  Raeteer offers 10 gp to each of the PCs if they 
  learn what happened to Bisirel. If he hasn’t paid 
  them for the previous guard mission, he does so 
  now. 
   
  The Lebolegido Tactical Academy consists of 
  a small compound of buildings surrounding 
  an imposing arena of Kalamaran architecture. 
  The dormitories are obviously converted from 
  the slave cells that once housed the 
  gladiators who trained and fought here. The 
  fields between the buildings are the scenes of 
  several training sessions. Some groups do 
  exercises, some are sparring, and others are 
  listening to lectures. 
   
  Anyone who tries to listen to what the lectures 
  are about can make a Listen check (DC 19+APL) 
  The lecturer is discussing how the Tokite army is 
  making use of hobgoblin mercenaries. He is 
  explaining how to rout such forces with the 
  combined forces of elven archers at long range, 
  halfling slingers at medium range, and a 
  coordinated front of heavy infantry and cavalry. 
   
  Linobi is waiting for the PCs in his office. He is a 
  powerfully built Kalamaran man in his late 40s, 
  hair prematurely white. The white hair and blue 
  eyes give him the look of an icicle. He wears light 
  blue clothing to accentuate this. There are 
  several empty chairs in his office, but when the 
  PCs enter he does not offer them a seat. In fact, 
  he does not say a word. He just stares at them. 
   
  He has been ordered by a superior to “meet with 
  investigators in the employ of a wealthy merchant 
  about the disappearances.” He doesn’t want to 
  disobey orders, but he doesn’t like the intrusion. 
  So he stares, saying nothing and hoping to make 
  the PCs so uncomfortable that they just leave. 
   
  DM NOTE: In game terms, Linobi has an 
  “Unfriendly” attitude. He reveals nothing unless 
  his attitude can be changed to “Indifferent” with a 
  DC 15 Diplomacy check or Charisma check. As 
  the judge, you can give circumstance bonuses or 
  penalties based on role playing. If three 
  Charisma checks fail to win over Linobi, then the 
  PCs are out of luck. They are not going to change 
  his attitude. However, there is another way to get 
  Linobi to talk. PCs notice that Linobi wears a 
  pendant on a chain. The pendant shows a skull 
  with blood droplets falling from it. An appropriate 
  DC 10 Knowledge check—such as Local or Bet 
  Rogala/Lebolegido (Local)—or a DC 13 
  Wisdom check if the PCs played “Steel Guard” 
  from the Pekal Gazetteer, where Midalita 
  B’Rogupar described the symbol to them, reveals 
  that this is a symbol of The Blooded, an 
  organization comprised of gladiators who have 
  bravely and without regard for their own lives 
  survived combat in the arena. 
   
  In the Living Kingdoms of Kalamar mini-mod 
  “Steel Guard,” the PCs aided the warrior Midalita 
  B’ Rogupar. If they did this, he revealed to them 
  that he is an honorary member of The Blooded. 
  Mentioning Midalita automatically moves Linobi’s 
  attitude from “Unfriendly” to “Indifferent.” In fact, if 
  any of the PCs received the note from Midalita 
  commending them on their bravery, Linobi’s 
  attitude changes to “Friendly.” 
   
  If the PCs cannot convince Linobi to speak to 
  them, then they have little choice but to go back 
  to Raeteer. The merchant again speaks to his 
  military contact who reprimands Linobi. The PCs 
   
  - 7 -
  
  can go back the following day, and Linobi gives 
  them the information. However, the day delay 
  means that Encounter 6 does not occur, and they 
  have no chance of seeing the capture of 
  P’Daretona Kobelo. 
  • Bellur beat all three of them within an inch of 
  their lives within the last three weeks. A student 
  getting beaten by a teacher is a common 
  occurrence, but not to the extent that Bellur 
  went after these three. 
   
   
  Once the PCs convince Linobi to talk, he curtly (if 
  “Indifferent”) or enthusiastically (if “Friendly”) tells 
  the PCs the following: 
  • He is one of the best instructors at the school, 
  so he was not reprimanded. He refused to 
  reveal why he beat those students. 
   
   
  • The first disappearance occurred a week ago 
  (three days before the module started, 
  assuming a two-day trip between Bet Rogala 
  and Lebolegido). A man of mixed 
  Kalamaran/Fhokki descent named Far’Gamat 
  never showed up for the morning meal. The 
  seven other gladiators in his dormitory room 
  remember he was in his bunk at lights out, but 
  when they awoke he was gone. Everyone 
  assumed he left the school for personal 
  reasons. 
  • Bellur is in the arena right now giving 
  instruction to some new students. 
   
   
  ENCOUNTER 4: Enter the Fray 
   
  SUMMARY: Bellur is only willing to give the PCs 
  any information if they can get the better of his 
  star pupils in the arena. If the PCs can convince 
  Bellur to speak to them, he tells them about the 
  connection between the three missing students. 
  He gives the PCs directions to the half-orc 
  student who the three spies were harassing.  
   
  • The second disappearance occurred two days 
  later, under a bit more mysterious 
  circumstances. A half-hobgoblin named 
  Korbrog was injured quite severely during 
  training exercises. He refused to be helped to 
  the infirmary, insisting he could make it on his 
  own. Ten minutes later another student went to 
  the infirmary, but Korborg had never arrived 
  there. His blood trail was then followed, and it 
  ended abruptly in a hallway between the arena 
  and the infirmary. 
   
  Fifteen students are in the arena right now, 
  being chastised and exhorted by a half-orc. 
  The half-orc is taller and thinner than most of 
  his kind. He wears no armor or shirt, and his 
  torso and arms are crisscrossed with 
  innumerable scars. He wears a necklace 
  similar to that of the headmaster: a skull with 
  blood droplets. The seats around the arena 
  are filled with at least 150 spectators enjoying 
  the excitement of training. Whenever students 
  begin sparring, murmurs and cheers rise up 
  from the stands. 
   
  • Bisirel was away from the academy during 
  these disappearances. The academy sends its 
  students out on guard duty and other small jobs 
  if they cannot afford to pay for their training. 
  Bisirel has been on guard duties all over Pekal 
  for nearly a month. 
   
  Bellur is also a member of The Blooded. Anyone 
  making a successful Heal check (DC 10) can tell 
  that the Bellur’s scars come from a variety of 
  sources: whips, bladed weapons, piercing 
  weapons, even teeth or claws. Characters with 
  Knowledge: Fighting Styles can make the 
  appropriate checks (DC 15 to identify opponents’ 
  feats and DC 15+attack bonus to know the attack 
  bonus of the opponent). Only give them this 
  check if they say they are watching the sparring. 
   
  • No similarities can be found connecting the 
  three missing students. They came from 
  different backgrounds, and they weren’t known 
  to associate with one another. 
   
  • The only connection, albeit a tenuous one, 
  between the three is that they all had 
  altercations with one of the instructors at the 
  school: a half-orc named Bellur Wrut. Bellur 
  has been teaching at the school for several 
  years, and he is by far the most hated and 
  feared instructor among many hated and feared 
  instructors. 
   
  Bellur’s demeanor is that of a boot camp drill 
  instructor. He cannot refrain from insulting PCs 
  and students alike. (“I’ve seen elven women who 
  can hit harder than that!” “Did your parents have 
  any children that lived!?” “Get on your feet, sword 
  fodder!”) 
   
   
   
  - 8 -
  
  When the PCs approach or get his attention, 
  Bellur halts the sparring and demands to know 
  why the PCs are interrupting his lessons. 
  APL 4 (EL 6) 
  4 Gladiators Level 3 (Jakaral, Smeeon, Riiva, and 
  Kajani), see Appendix III 
   
   
  The half-orc finally sees you and yells in fairly 
  good Low Kalamaran, “You dare interrupt 
  me? Not wise. Little sissy Torobis over there 
  interrupted me. He doesn’t remember why 
  now.” The half-orc points to a huge young 
  human who is lying at the side of the arena, 
  being tended by healers. He still bleeds from 
  a large gash dangerously near his throat. The 
  instructor begins making hand gestures near 
  his mouth. “Do you speak right? What is it 
  you want?” the half-orc roars. 
  DM NOTE: Each of the gladiators has an exotic 
  weapon with special properties, so be sure to 
  read about the properties of these weapons 
  before running the combat. For example, the 
  spiked chain can trip and has reach, and the dire 
  flail can be used to disarm and trip, etc. 
   
  Developments: 
  Low-level 
  parties, 
  especially 
  characters with few hit points, have a good 
  chance of getting severely injured or even killed if 
  they foolishly charge into combat here. Gauge 
  the skills of the player characters, and take care 
  not to slaughter the party wholesale. A third-level 
  cleric of the Powermaster is on hand to bind 
  wounds and cast emergency healing spells if 
  anyone’s life seems to be in danger. Bellur calls a 
  halt to the combat if either side is getting beaten 
  too severely. As long as the PCs put up a good 
  showing, Bellur is impressed and gives them the 
  information. In addition, any PC who truly stands 
  out in the battle, by scoring a critical hit in melee 
  combat or defeating an opponent single-handedly 
  in melee, makes an impression on Bellur. He 
  offers the PC private instruction  at the end of the 
  school’s term. In game terms, the PC can spend 
  15 DUs to receive an invitation to join the 
  Lebolegido Tactical Academy. See the module 
  certs for details. 
   
  If the PCs explain they are investigating the 
  disappearances of three of his former students, 
  he grins widely, showing broken teeth. 
   
  If the PCs retort rather than explaining their 
  presence, Bellur snaps his fingers, ordering his 
  students to teach the newcomers some manners. 
  Skip directly to combat. 
   
  The half-orc nods and smiles, revealing 
  several broken teeth that may have been filed 
  to a point. “Yes. I know something of them. 
  But I am too bored to remember right now. 
  Perhaps if you show me some exciting battle, 
  I will be inclined to speak to you.” He whistles 
  and yells out the names of some of his pupils. 
  They step forward. “They will not kill you. If 
  you are lucky. You defeat them in battle, and I 
  will be impressed. Go!” 
   
  After the battle has been played out and Bellur is 
  ready to talk, he takes the PCs aside and gives 
  them the following information. 
   
  The number of gladiators and their level varies 
  based on APL. Remember that all gladiators are 
  at +2 on attack rolls because more than 100 
  people are watching and cheering. 
   
  • Bellur looks out for the half-orc students at the 
  school. The other students often single them 
  out for ridicule and even violence. 
   
   
  APL 1 (EL 2) 
  • Three weeks ago Bellur caught the three 
  missing students preparing to attack a new 
  half-orc student. Bellur claims that it didn’t look 
  like bullying or intimidation. It looked like they 
  meant to do real damage. 
  2 Gladiators Level 2 (Jakaral and Smeeon), see 
  Appendix III 
   
  APL 2 (EL 3) 
   
  3 Gladiators Level 2 (Jakaral, Smeeon, and 
  Riiva), see Appendix III 
  • Bellur broke that up, and since then he has 
  kept on eye on the half-orc, whose name is 
  Utrogh. On several occasions he caught at 
  least one of the missing students approaching 
  Utrogh even though they had been instructed to 
  stay away from him. 
   
  APL 3 (EL 5) 
  3 Gladiators Level 3 (Jakaral, Smeeon, and 
  Riiva), see Appendix III 
   
   
   
  - 9 -
  
  • Bellur gave each of the three who seemed to 
  be threatening Utrogh some “extra instruction” 
  to remind them of their station at the school. 
  • After they found out he didn’t know what they 
  were talking about, they started being cruel to 
  him and threatening to kill him since he knew 
  too much, although he wasn’t sure what they 
  thought it was he knew. 
   
  • Utrogh is still at the school, having moved to 
  the second level of instruction. Bellur can give 
  the PCs directions to his dormitory room. 
   
  • He is glad they are gone now. 
   
   
   
  Utrogh doesn’t know anything more than this. It 
  takes all of his mental capacity to be able to even 
  understand this much, in any language. 
  ENCOUNTER 5: Not Spy Material 
   
   
  SUMMARY: A conversation with the half-orc 
  Utrogh reveals that there is a lot more happening 
  at the academy than most believe. 
  At this point, the PCs should have a pretty clear 
  understanding of what’s going on, even if they 
  don’t have any solid evidence. They can inform 
  anyone they want. They still haven’t figured out 
  enough to make Raeteer happy. 
   
  Utrogh can be found in the dormitory. He is a 
  dull-witted half-orc who can only speak in 
  monosyllabic Brandobian or monosyllabic Orcish. 
  A translator is provided if necessary. Here’s what 
  he can tell the PCs, if asked the right questions: 
   
  If they go to the headmaster with what they have 
  learned, he can tell them a bit more about 
  P’Daretona Kobelo. If they don’t go to the 
  headmaster, he comes to them, suddenly 
  remembering another connection between the 
  three missing students: they all have the same 
  recruiter, P’Daretona Kobelo. She left on a 
  recruiting tour the day before the disappearances 
  began. She is at a small town just a day’s travel 
  from Lebolegido trying to recruit twin Dejy who 
  are supposed to be incredible warriors. He can 
  give them directions. 
   
  • He was a slave to a Brandobian. His master 
  allowed him to fight in contests because the 
  half-breed was powerful and able to best many 
  fine warriors. Mast’r let me fight sword men. I 
  beat them good. Utrogh good orc. Beat sword 
  men good. 
   
  • A recruiter from the Lebolegido Tactical 
  Academy witnessed one of his matches. She 
  purchased Utrogh’s freedom and brought him 
  back here. 
   
   
  ENCOUNTER 6: Halfling Brigands 
   
   
  • The match where she saw him fight took place 
  in Bet Kalamar. We come from town of tall…tall 
  stone things (towers) where I fight good. 
  SUMMARY: Brigands in the employ of the Gray 
  Legion accost the PCs, trying to slow them down 
  so the recruiter can be captured. 
   
   
  • The recruiter’s name is P’Daretona Kobelo. 
  DM NOTE: If the PCs couldn’t get Linobi to talk 
  and had to spend an extra day in Lebolegido, this 
  encounter does not take place. 
   
  • The three who threatened him were friendly 
  with him at first, when they found out who his 
  recruiter was. It seems she recruited them all to 
  the school. 
   
  The PCs most likely try to track down P’Daretona 
  Kobelo on her recruiting mission in the little town 
  of Rosido. The road between Lebolegido and 
  Rosido is well traveled, so finding the town won’t 
  be a problem. Getting there, however, might be. 
   
  • They kept saying things to him about returning 
  Pekal to the Vast, but he didn’t know what they 
  were talking about. They say Pek All go back to 
  vast. Don’t know where that is. 
   
  The Pekalese anti-spy group, the Gray Legion, is 
  trying to capture and question P’Daretona Kobelo 
  before her Tokite allies can extract her. They also 
  know that the PCs are on her trail, and they don’t 
  want them to interfere with their operation. To this 
  end, they have hired some halfling brigands to 
  slow the PCs. 
   
  DM NOTE: Any PC born in any of the Young 
  Kingdoms or any lands currently loyal to Kalamar 
  knows that the Vast refers to the Vast Kalamaran 
  Empire. This does not require any kind of check. 
   
   
  - 10 -
  
   
  SUMMARY: What the PCs find when they get to 
  Rosido depends on how quickly they can deal 
  with the brigands. If it takes less than 30 minutes, 
  the PCs witness the Gray Legion capture 
  P’Daretona Kobelo (Conclusion A). If they take 
  more than 30 minutes with the brigands, they 
  arrive to find the town abuzz with what took place 
  (Conclusion B). If they couldn’t get Linobi to talk 
  and had to spend an extra day in Lebolegido, use 
  Conclusion B and adjust it to show a day has 
  passed since the disappearance. 
  DM NOTE: The brigands are just trying to slow 
  down the PCs for an hour or so in order to let the 
  Gray Legion snatch P’Daretona Kobelo. They, 
  under no circumstances, attempt to kill the PCs. 
   
  As the PCs travel toward Rosido, describe and 
  role play some of the people they pass: a family 
  on a cart heading to Lebolegido with goods for 
  the market, a minor Honorable heading for the 
  capital via carriage, a group of dwarves seeking 
  adventure, etc. That way they won’t suspect as 
  much when... 
   
  Conclusion A— 
   
   
  In the distance you see a hay wagon tipped 
  up on its side. A human farmer scratches his 
  head and looks at a broken wagon wheel. Two 
  horses have been unhitched and chew 
  aimlessly some grass off in the distance. 
  As the PCs approach the town of Rosido, they 
  see that a horse corral has been turned into a 
  makeshift gladiator arena. Two young Dejy of 
  almost identical appearance are standing back to 
  back, facing at least a dozen humans brandishing 
  clubs, staves, and other blunted weapons. The 
  twins wield only lengths of chain. The only two 
  people in the arena not covered in bruises are the 
  twins. 
   
  DM’s Note: The halflings told the farmer they 
  were bounty hunters chasing down thieves 
  wanted by Prince Kafen. They offered him 
  more money than he’s seen in a long time to 
  assist. The halflings are hiding behind the 
  wagon, waiting for the PCs to get close 
  enough 
  to 
  use 
  the 
  poisoned 
  daggers, 
  tanglefoot bags, thunderstones, and saps. 
  Each halfling has two poisoned daggers. The 
  Saadolos Extract has a Fort save of DC 18 to 
  avoid unconsciousness for 1 hour.  
   
  A crowd stands around the corral, cheering and 
  talking amongst themselves. Standing off by 
  herself is a woman dressed in a chain shirt. She 
  matches the description of Recruiter P’Daretona 
  Kobelo. 
   
  As soon as the PCs start to approach her, two 
  elven figures appear on either side of her. She 
  barely has a chance to struggle as a knife 
  punctures her back. A moment later her body 
  goes limp. They elves grab her. Mere seconds 
  after they appeared, the two are gone, as is 
  P’Daretona Kobelo. Anyone with Spellcraft can 
  discern one of the elves cast Teleport right before 
  they all disappeared. Only a couple of the 
  spectators even noticed this, so 6 rounds pass 
  before the mock battle comes to a halt and 
  everyone realizes P’Daretona Kobelo is gone. 
   
  APL 1 (EL 3) 
  3 Halfling Brigands 1, hp 8, see Appendix III 
   
  APL 2 (EL 3) 
  Same as above. 
   
  APL 3 (EL 5) 
  3 Halfling Brigands 2, hp 13, see Appendix III 
   
  APL 4 (EL 6) 
   
  4 Halfling Brigands 2, hp 13, see Appendix III 
  Conclusion B— 
   
   
  Developments: The brigands are simply there to 
  slow the PCs down. The only attacks the 
  brigands make that do real damage are the 
  daggers that deliver the poison. All other attacks 
  are for subdual damage. 
  When the PCs arrive in town, they see that a 
  horse corral has been turned into a makeshift 
  gladiator arena. Two young Dejy of almost 
  identical appearance are talking to two small 
  children, and everyone else is standing around 
  jabbering and pointing. 
   
   
   
  CONCLUSION 
  The twins (Jatay and Nalay) are the potential 
  recruits who P’Daretona Kobelo came to see. 
  They are not spies, nor do they know anything 
  about Tokis—other than what all Pekalese know 
   
   
  - 11 -
  
  from the war—or even P’Daretona Kobelo. 
  They’d earned a reputation locally as cunning 
  fighters, and P’Daretona Kobelo contacted them 
  to see a performance. That is all they know. 
   
  The two children to whom the twins are speaking 
  witnessed the capture of P’Daretona Kobelo. All 
  they can say is two strange “demon creatures 
  with pointy ears and chins” just appeared next to 
  the woman, grabbed her (“they each had four 
  arms!”), and disappeared an instant later. Feel 
  free to elaborate as any young child who just saw 
  something cool and is now the center of attention 
  might. In the end, the PCs can probably separate 
  the wheat from the chaff. 
   
  Contact— 
   
  The PCs may try to do some further investigation 
  in Rosido, but there is nothing else to learn. As 
  they return to Lebolegido, or if they are spinning 
  their wheels in further investigations, a hooded 
  figure approaches them when they are alone. His 
  features are shrouded in an odd, green face 
  paint. He holds up his hands in a peaceful 
  gesture to the PCs and speaks. 
   
  You have proven yourselves to be relentless 
  pursuers. Now that all the Tokite spies have 
  been captured, we can reveal ourselves to 
  you. We are a Pekalese organization that 
  seeks to foil the Tokite attempts to infiltrate 
  our homeland and subjugate us to the will of 
  Emperor Kabori. The Gray Legion thanks you, 
  my friends. 
   
  In the future we may need your 
  assistance, as you witnessed the extraction of 
  the spy Bisirel back to Tokis. Please accept 
  these tokens of our appreciation. In the 
  future, we may call upon you to join our 
  cause. Please do not tell anyone what I have 
  told you, or we will know you cannot be 
  trusted. 
   
  The figure fades into the shadows, right before 
  your eyes, but where he stood are jade 
  brooches—one for each PC who has survived the 
  adventure. 
   
  Back in Lebolegido, Raeteer asks the PCs if they 
  found out what happened to Bisirel. If they tell 
  him the truth, he pays them the 10 gp each. 
  However, the next morning the PCs find that their 
  brooches have vanished. If they lie to Raeteer or 
  tell him they have learned nothing, he leaves in 
  disappointment without paying. However, the 
  brooches remain. These brooches are the key to 
  further adventures. 
   
   
  THE END 
   
  - 12 -
  
  APPENDIX I: TREASURE SUMMARY 
   
  Encounter 2 (3 Day Units): 
  30 gp each for successful guard duty, including hazard pay. 
   
   
   
   
  Total possible gold is 180 gp 
   
  Encounter 6 (2 Day Units) 
  (It is unlikely—but possible—that PCs earn this during the module) 
  Saps x5 (can be sold for 5 sp each) 
  Daggers x5 (can be sold for 1 gp each) 
  Leather Armor x5 (can be sold for 4 gp each) 
  Tanglefoot Bags x5 (can be sold for 25 gp each) 
  Thunderstone sx5 (can be sold for 15 gp each) 
  Masterwork Manacles x5 (can be sold for 25 gp each) 
  Saadolos Extract (only 1 vial remaining) (can be sold for 400 gp) 
   
   
   
   
  Total possible gold is 752.5 gp 
   
  Conclusion (3 Day Units) 
  10 gp each from Raeteer for learning what happened to Bisirel (but only if they give away the secret of 
  what really happened to Bisirel) 
   
    –OR– 
   
  One jade brooch each from the shrouded stranger (but only if they do not tell Raeteer the truth). Only 
  merchants of poor reputation are willing to trade for the brooch, offering no more than 50 gp although it’s 
  obviously worth much more. The brooch radiates mild divination magic if detected. 
   
   
   
   
  Total possible gold is 60 gp or 300 gp. 
   
   
  THESE REWARDS COME AT THE EXPENSE OF 8* DAY UNITS 
   
  *This number increases equally to any days spent resting or for any other delays in the PCs progress. If 
  the module ends early, modify the expenditure of day units accordingly. 
   
   
  - 13 -
  
  APPENDIX II: EXPERIENCE POINT SUMMARY 
   
  Encounter 1: 
  Defeating the elementals 
   
   
   
   
   
  25 xp 
   
   
  Finding the clues of the disappearance  
   
   
   
  25 xp 
   
  Encounter 2:  Learning about the other disappearances 
   
   
   
  25 xp 
   
  Encounter 3:  Getting the headmaster to talk  
   
   
   
   
  25 xp 
   
  Encounter 4:  Defeating the gladiator students  
   
   
   
   
  50 xp 
   
  Encounter 5:  Extracting information from Utrogh 
   
   
   
   
  25 xp 
   
  Encounter 6:  Getting past the brigands in 30 minutes  
   
   
   
  25 xp 
   
  Discretionary Experience for Role Playing: 
   
   
   
   
   
  0-100 xp 
   
  Total XP possible: 200 xp plus role-playing bonus for a 300 xp maximum 
   
   
  14
  
  APPENDIX III: NPCs/Monsters 
   
  Encounter 1: 
  Varedun Aral’Velar: Male Kalamaran; Ftr 6/Duelist 2: CR 8; HD 8d10; hp 52; Init +4; Spd 30; AC 17 
  (touch 17, flatfooted 10); Atk +14/+9 (1d6/18-20/x2, rapier); SA Precise Strike +1d6; SQ Canny Defense; 
  AL N; SV Fort +5, Ref +5, Will +2; Str 10, Dex 18, Con 10, Int 16, Wis 12, Cha 12. 
  Skills and Feats: Dodge, Mobility, Ambidexterity, Weapon Finesse (Rapier), Spring Attack, Weapon 
  Focus (Rapier), Expertise; Balance +6, Bluff +10, Climb +9, Jump +9, Move Silently +6; Perform +4, Ride 
  +13, Tumble +11. 
  Possessions: Masterwork Rapier, Backpack, 5 days rations. 
   
  Small Earth Elementals: CR 1; Elemental (Earth); HD 2d8+2; hp 11; Init -1; Spd 20; AC 17; Atk +5 
  (1d6+4, Slam); SA: Earth mastery (Ex), Push (Ex); SQ: Elemental; AL N; SV Fort +4, Ref -1, Will +0; STR 
  17, DEX 8, CON 13, INT 4, WIS 11, CHA 11. 
  Skills: Listen +5, Spot +5. Feats: Power Attack. 
   
  Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch 
  the ground. If an opponent is airborne or waterborne, the elemental suffers a -4 penalty to attack and 
  damage. (These modifiers are not included in the statistics block.) 
   
  Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength 
  checks. 
   
  Encounter 4: 
  APL 1-2 
  Jakaral: Male Kalamaran; Gladiator 2: CR 2; HD 2d10+4; hp 20; Init +2; Spd 20; AC 17 (touch 12, 
  flatfooted 15); Atk +6 (+8 in arena) (2d4+4/x2, spiked chain); SQ Arena Veteran, Center of Attention, 
  Feint; AL N; SV Fort +5, Ref +5, Will +0; Str 16, Dex 14, Con 15, Int 12, Wis 10, Cha 10. 
  Skills and Feats: Combat Reflexes; Exotic Weapon Proficiency: Spiked Chain; Weapon Focus: Spiked 
  Chain; Bluff +5, Climb +3, Jump +4, Tumble +3. 
  Possessions: Spiked Chain, Breastplate. 
   
  Smeeon: Male Hill Dwarf; Gladiator 2: CR 2; HD 2d10+6; hp 22; Init +2; Spd 20; AC 17 (touch 12, 
  flatfooted 15); Atk +5 (+7 in arena) with one attack; +3/-1 (+5/+1 in arena) with double attack 
  (1d8+3/1d6+1/x3, dwarven urgrosh); SQ Center of Attention; AL N; SV Fort +6, Ref +5, Will +0; Str 16, 
  Dex 14, Con 17, Int 12, Wis 10, Cha 8. 
  Skills and Feats: Exotic Weapon Proficiency: Dwarven Urgrosh; Two-Weapon Fighting; Bluff +6, Climb 
  +3, Jump +4. 
  Possessions: Dwarven Urgrosh, Breastplate. 
   
  Riiva: Female Kargi Half-Hobgobln; Gladiator 2: CR 2; HD 2d10+6; hp 22; Init +2; Spd 20; AC 17 (touch 
  12, flatfooted 15); Atk +6 (+8 in arena) (1d8+3/x2, dire flail) +2/-2 (+4/+0 in arena) with double attack 
  (1d8+3/1d8+1/x2, dire flail); SQ Center of Attention; AL N; SV Fort +7, Ref +5, Will +0; Str 16, Dex 14, 
  Con 17, Int 10, Wis 10, Cha 10. 
  Skills and Feats: Exotic Weapon Proficiency: Dire Flail; Weapon Focus: Dire Flail; Climb +3, Jump +3, 
  Tumble +4. 
  Possessions: Dire Flail, Breastplate. 
   
  15
  
   
  APL 3-4 
  Jakaral: Male Kalamaran; Gladiator 3: CR 3; HD 3d10+6; hp 20; Init +2; Spd 20; AC 17 (touch 12, 
  flatfooted 15); Atk +7 (+9 in arena) (2d4+4/x2, spiked chain); SQ Arena Veteran +1, Center of Attention, 
  Feint; AL N; SV Fort +5, Ref +5, Will +1; Str 16, Dex 14, Con 15, Int 12, Wis 10, Cha 10. 
  Skills and Feats: Combat Reflexes; Exotic Weapon Proficiency: Spiked Chain; Weapon Focus: Spiked 
  Chain, Hammer and Anvil (KPG p. 86); Bluff +5, Climb +3, Jump +4, Tumble +5. 
  Possessions: Spiked Chain, Breastplate. 
   
  Smeeon: Male Hill Dwarf; Gladiator 3: CR 3; HD 3d10+9; hp 22; Init +2; Spd 20; AC 17 (touch 12, 
  flatfooted 15); Atk +6 (+8 in arena) with one attack; +4/+4 (+6/+6 in arena) with double attack 
  (1d8+3/1d6+1/x3, dwarven urgrosh); SQ Arena Veteran +1, Center of Attention, Feint; AL N; SV Fort +5, 
  Ref +5, Will +1; Str 16, Dex 14, Con 17, Int 12, Wis 10, Cha 8. 
  Skills and Feats: Exotic Weapon Proficiency: Dwarven Urgrosh; Two-Weapon Fighting, Ambidexterity; 
  Bluff +6, Climb +4, Jump +6. 
  Possessions: Dwarven Urgrosh, Breastplate. 
   
  Riiva: Female Kargi Half-Hobgobln; Gladiator 3: CR 3; HD 3d10+9; hp 31; Init +2; Spd 20; AC 17 (touch 
  12, flatfooted 15); Atk +7 (+9 in arena) (1d8+4/x2, dire flail) +3/+1 (+5/+3 in arena) with double attack 
  (1d8+3/1d8+1/x2, dire flail); SQ Arena Veteran +1, Center of Attention, Feint; AL N; SV Fort +7, Ref +5, 
  Will +1; Str 16, Dex 14, Con 17, Int 10, Wis 10, Cha 10. 
  Skills and Feats: Exotic Weapon Proficiency: Dire Flail; Weapon Focus: Dire Flail, Two-Weapon Fighting; 
  Climb +4, Jump +4, Tumble +5. 
  Possessions: Dire Flail, Breastplate. 
   
  Kajani: Male Dejy; Gladiator 3: CR 3; HD 3d10+6; hp 28; Init +2; Spd 20; AC 19 (touch 12, flatfooted 17); 
  Atk +6 (+8 in arena) (1d10+3/19-20/x2, bastard sword); SQ Arena Veteran +1, Center of Attention, Feint; 
  AL N; SV Fort +5, Ref +5, Will +1; Str 16, Dex 14, Con 15, Int 12, Wis 10, Cha 10. 
  Skills and Feats: Cleave, Exotic Weapon Proficiency: Bastard Sword; Power Attack, Hammer and Anvil 
  (KPG p. 86); Bluff +5, Climb +2, Jump +3, Tumble +3. 
  Possessions: Bastard Sword, Breastplate, Large Steel Shield. 
   
  Encounter 6: 
  APL 1-2 
  Halfling Brigands: Male Halflings; Brigand 1: CR 1; HD 1d8; hp 8; Init +4; Spd 20; AC 16 (touch 14, 
  flatfooted 12); Atk +5 (1d6+1/x2, sap), +6 (1d4+1/19-20/x2, thrown dagger + poison); SQ Improved Bluff; 
  AL NG; SV Fort +2, Ref +6, Will +2; Str 12, Dex 18, Con 10, Int 10, Wis 14, Cha 14. 
  Skills and Feats: Weapon Finesse: Sap; Bluff +10, Disguise +6, Hide +8, Move Silently +8. 
  Possessions: Sap, Leather Armor, 2 Daggers, 1 Tanglefoot Bag, 1 Thunderstone, 1 vial Saadolos 
  Extract, Masterwork Manacles. 
   
  APL 3-4 
  Halfling Brigands: Male Halflings; Brigand 2: CR 2; HD 2d8; hp 13; Init +4; Spd 20; AC 16 (touch 14, 
  flatfooted 12); Atk +6 (1d6+1/x2, sap), +7 (1d4+1/19-20/x2, thrown dagger + poison); SA Sneak Attack 
  (+1d6); SQ Improved Bluff; AL NG; SV Fort +3, Ref +6, Will +2; Str 12, Dex 18, Con 10, Int 10, Wis 14, 
  Cha 14. 
  Skills and Feats: Weapon Finesse: Sap; Bluff +11, Disguise +7, Hide +9, Move Silently +9. 
  Possessions: Sap, Leather Armor, 2 Daggers, 2 Tanglefoot Bags, 2 Thunderstones, 1 vial Saadolos 
  Extract, Masterwork Manacles. 
   
   
  16
  
  APPENDIX IV: Dueling in Pekal 
   
  Dueling in Pekal, like most cultural institutions there, is a holdover from the time when Kalamar controlled 
  the principality. With independence, Pekal attempted to separate itself from the Vast Empire more than 
  just politically. With this in mind, Prince Kafen outlawed duels to the death in Pekal soon after he was 
  crowned. However, dueling was too valuable a tool for the settling of disagreements, especially between 
  members of the landed and ruling classes. Therefore, presently in the principality, the noble and landed 
  classes alone practice dueling. Lesser citizens of the principality are discouraged from undertaking duels, 
  as there are no formal guidelines for the practice. However, any of the upper-class families know—and 
  teach their children—the unwritten rules of dueling in Pekal. In essence, dueling is a sort of “shadow 
  justice and honor system” reserved solely for the elite and those who travel in elite circles. Duelists who 
  specialize in acting as proxies for those less hardy nobles can earn a good living plying their trade in 
  Pekal and other nations that were or still are dominated by Kalamar. 
   
  Rules: 
   
  • 
  An aggrieved party can challenge the insulting party to a duel. The challenger can name the rules 
  of the duel, particularly the location, the weapons used, and the terms of victory. No duel in Pekal 
  can be to the death. 
  • 
  The challenged party has 24 hours to accept the challenge or find a suitable proxy to stand in for 
  him. 
  • 
  If the challenged party employs a proxy, the challenger can also name a proxy. 
  • 
  If the challenged party refuses to accept, the matter is dropped, resolved in favor of the 
  challenger, or turned over to the system of justice, depending on the situation. In matters of 
  honor, this means the insulting party must apologize and promise to speak no more ill of the 
  aggrieved party. In judicial matters, the matter is referred to the justice system. 
  • 
  The winner of the duel is legally justified in the matter in the eyes of the Pekalese authority. 
  • 
  The loser of the duel agrees to respect the wishes of the winner. 
  • 
  Both sides must agree on an impartial judge to referee the duel and settle duel-related disputes. 
  • 
  Breaking the rules of the duel equates to losing the duel. 
  • 
  Duels mostly take place in secret locations with none but the parties and the referee watching. 
  This is to keep the lesser citizens from knowing that dueling does still take place. 
  • 
  If a participant in a duel is killed, the murderer is most likely punished with just a fine. However if a 
  large crowd, especially of non-noble citizens, witnesses a duel, the murderer is prosecuted for his 
  crime to the full extent of the law. 
   
   
  17
  
  APPENDIX V: Lebolegido Tactical Academy 
   
  Lebolegido Tactical Academy 
  By Shawn Merwin and Joseph Selby 
   
   
   
  With Pekal’s declaration of independence from the Vast Empire, the Gladiatorial School in Lebolegido was 
  forced to evolve. The arenas in Bet Rogala no longer hold gladiatorial competitions, instead offering military 
  displays to help the public feel more at ease during the last decade of war. Similarly, ingénues from the gladiatorial 
  school in Lebolegido are forced to travel to Bet Seder, or more likely Bet Kalamar, to gain any kind of success in 
  their chosen profession. Because of this, the gladiatorial school has partnered with the Pekalese army to train 
  officers and section leaders in the art of one-on-one combat and mass combat tactics. 
   
  Renamed the Lebolegido Tactical Academy, the gladiatorial school is home to soldier and gladiator alike. It 
  also houses the Hall of Heroes, the original chapter house of the Blooded. Most of the academy’s leadership are 
  Blooded and instill absolute respect for that organization and the mettle required to gain membership. Regardless of 
  rank or station, an instructor teaches any student at the academy a swift lesson if he or she is disrespectful or flippant 
  toward the Blooded or its members. 
   
  Although gladiatorial combat is no longer promoted in Pekal, the school’s association with the military has 
  allowed its enrollment to remain constant. In some classes, this leads to open animosity as it is commonly known 
  about Lebolegido that the school would have had to fold if it weren’t for the army’s involvement. Instructors insist 
  on mixed classes and work the students hard, until a common bond is formed. This has taken as long as a year and 
  come at the expense of more than one student washing out due to injuries. But those veteran students quickly lose 
  any notion of rank beyond the school. Whether a person is military or civilian, everyone receives the same beating at 
  the tactical academy. 
   
  A variety of character classes compose the school’s student body. Although most are gladiators or fighters, 
  rangers, rogues and clerics of the Old Man or the Battle Rager often apply. A person of any walk of life is welcome 
  if he can meet the requirements to join and afford the tuition, but magic users are strong discouraged. Magic is 
  forbidden during gladiatorial combat and skill at arms is hardly a wizard’s strong spot. Still, seven years ago, a 
  middle-aged Kalamaran named Melanaris claiming to be a sorcerer met the requirements and survived his initial 
  training. The first three months typically drum out those that can’t hack it in the arena, but Melanaris was resolute in 
  his intention of becoming a recognized gladiator. He insisted that he needed to learn how to defend himself. Many of 
  the younger students resented the fact that Melanaris was a sorcerer, regardless of his skill in the arena. In the 
  group’s first military demonstration in Bet Rogala, six of his classmates ganged up on the man. Fearing that they 
  would kill him, Melanaris unleashed a quick but devastating magical onslaught, killing three of the students. The 
  demonstration was cancelled and Melanaris remanded to the authorities. Two weeks later he was convicted of using 
  “mind magic” and hanged in Gallows Circle. Since that time, no other magic users have applied to the academy. 
   
  With the disaster in Bet Rogala, Headmaster Linobi P’Dagel has been under constant scrutiny. A fifth 
  generation headmaster at the school, Linobi traces his ancestry back to the highest ranks of the Kalamaran military 
  and the founders of the Gladiatorial School in Lebolegido. His pride on this matter often hampers his relations with 
  his commanding officers in the Pekalese military as he refuses to admit that the school could not exist without 
  serving as a training academy as well. His resentment never influences his attitudes toward the students, but he is 
  rarely seen at military demonstrations and rarely receives military observers, allowing senior instructors to handle 
  such affairs. P’Dagel spends most of his time teaching the champion level gladiators, the senior instructors of the 
  school. The rest of his time is spent with other Blooded or reminiscing about the old days, retelling stories his father 
  and grandfather had told him as a child, while recounting the valorous battles of those warriors enshrined within the 
  Hall of Heroes. 
   
  The headmaster is spending more and more time in the hall, retelling such stories as of late. Lebolegido 
  officials have spoken to him on more than one occasion about some of the harsh punishment instructors deal out to 
  students. With the disappearance of three students and a recruiter, it seems that even the academy’s military status 
  may not be enough to save the school. And like any ferocious animal, Linobi acts more and more like a tiger that’s 
  been backed into a corner. Although the instructors often whisper about his souring attitude, none have broached the 
  subject as of yet. 
   
   
  Find more information on the Lebolegido Tactical Academy and the Blooded in the Pekal Gazeteer, pages 14-15. 
   
  18
  
  Trainee 
  Requirements: 
  • 
  Base attack bonus +2 or higher 
  • 
  2 ranks or more in Knowledge (Fighting Styles) 
  • 
  Exotic Weapon Proficiency feat 
   
  Duties: 
  • 
  50 Victories per year paid for weapon and armor maintenance 
  • 
  50 Victories per year paid for tuition 
  • 
  90 Day Units spent once for training (military members may use DUs spent for basic training to help 
  satisfy this cost) 
  • 
  52 Day Units spent participating in demonstrations in both Bet Rogala and Leboledgio 
   
  Effects: 
  • 
  +1 meta-org bonus to the Knowledge (Fighting Styles) skill 
  • 
  Able to purchase any of the following non-magic weapons from Sword and Fist and Masters of the Wild: 
  Bladed gauntlets, gnomish battlepick, orcish shotput, spring-loaded gauntlet, stump knife, triple dagger, 
  war fan 
  • 
  Access to the following feats: Close-Quarters Fighting, Destructive Rage, Dirty Fighting, Extra Rage, 
  Faster Healing, Greater Two-Weapon Fighting 
   
  Novice 
  Requirements: 
  • 
  Base attack bonus +5 or higher 
  • 
  4 ranks or more in Knowledge (Fighting Styles) 
  • 
  1 rank or more in Knowledge (Tactics) 
  • 
  Two of the following feats: Cleave, Dodge, Exotic Weapon Proficiency, Expertise, Improved Initiative, 
  Skill Focus: Perform, Weapon Focus 
  • 
  1 year (real time) spent as a Trainee 
   
  Duties: 
  • 
  50 Victories per year paid for weapon and armor maintenance 
  • 
  100 Victories per year paid for tuition 
  • 
  52 Day Units spent participating in demonstrations in both Bet Rogala and Leboledgio 
   
  Effects: 
  • 
  +2 meta-org bonus to the Knowledge (Fighting Styles) skill 
  • 
  +1 meta-org bonus to the Knowledge (Tactics) skill if the member is also an officer or section leader in the 
  Pekalese army 
  • 
  Able to purchase any of the following non-magic weapons from Sword and Fist and Masters of the Wild: 
  Bladed gauntlets, duom, fukimi-bari (mouth darts), gnomish battlepick, manti, nagaika, orcish shotput, 
  spinning javelin, spring-loaded gauntlet, stump knife, three-section staff, triple dagger, war fan, whip 
  dagger 
  • 
  Access to the academy workshops and forges used for crafting weapons and armor 
  • 
  Access to the following feats: Close-Quarters Fighting, Destructive Rage, Dirty Fighting, Dwarf’s 
  Toughness, Extended Rage, Extra Rage, Faster Healing, Greater Two-Weapon Fighting, Instantaneous 
  Rage, Intimidating Rage, Monkey Grip, Throw Anything 
  • 
  Access to the following prestige classes: Duelist, exotic weapon master 
   
  Combatant (Assistant Instructor) 
  Requirements: 
  • 
  Base attack bonus +8 or higher 
   
  19
  
  • 
  6 ranks or more in Knowledge (Fighting Styles) 
  • 
  2 ranks or more in Knowledge (Tactics) 
  • 
  Three of the following feats: Cleave, Dodge, Exotic Weapon Proficiency, Expertise, Improved Disarm, 
  Improved Initiative, Improved Trip, Skill Focus: Perform, Weapon Focus, Weapon Specialization (EWP 
  and WF can be applied for each weapon they have been taken for) 
  • 
  1 year (real time) spent as a Novice 
   
  Duties: 
  • 
  50 Victories per year paid for weapon and armor maintenance 
  • 
  150 Victories per year paid for tuition 
  • 
  52 Day Units spent participating in demonstrations in both Bet Rogala and Leboledgio 
   
  Effects: 
  • 
  Permitted to wear the coat-of-arms of the gladiatorial school that allows the student safe passage through 
  Tokis and Kalamar, regardless of the student’s homeland. Since there does not appear to be any resolution 
  to the war between Pekal and Tokis, this achievement is extremely coveted 
  • 
  +3 meta-org bonus to the Knowledge (Fighting Styles) skill 
  • 
  +2 meta-org bonus to the Knowledge (Tactics) skill if the member is also an officer or section leader in the 
  Pekalese army 
  • 
  Able to purchase any of the following non-magic weapons from Sword and Fist and Masters of the Wild: 
  Bladed gauntlets, bolas, chain-and-dagger, duom, fukimi-bari (mouth darts), gnomish battlepick, gyrspike, 
  manti, mercurial greatsword, mercurial longsword, mighty nagaika, mighty whip dagger, nagaika, orcish 
  shotput, spinning javelin, spring-loaded gauntlet, stump knife, three-section staff, triple dagger, war fan, 
  whip dagger 
  • 
  Access to the college workshops. This includes a forge designed to craft arms and armor as well as a 
  workshop for crafting musical instruments 
  • 
  Access to the following feats: Close-Quarters Fighting, Destructive Rage, Dirty Fighting, Dwarf’s 
  Toughness, Extended Rage, Extra Rage, Faster Healing, Greater Two-Weapon Fighting, Improved Shield 
  Bash, Instantaneous Rage, Intimidating Rage, Monkey Grip, Pin Shield, Power Critical, Power Lunge, 
  Shield Charge, Shield Expert, Throw Anything 
  • 
  Access to the following prestige classes: Duelist, exotic weapon master, tempest, weapon master 
   
  Veteran (Junior Instructor) 
  Requirements: 
  • 
  Base attack bonus +11 or higher 
  • 
  10 ranks or more in Knowledge (Fighting Styles) 
  • 
  3 ranks or more in Knowledge (Tactics) 
  • 
  Four of the following feats: Cleave, Dodge, Exotic Weapon Proficiency, Expertise, Great Cleave, Improved 
  Disarm, Improved Initiative, Improved Trip, Skill Focus: Perform, Weapon Focus, Weapon Specialization 
  (EWP and WF can be applied for each weapon they have been taken for) 
  • 
  1 year (real time) spent as a Combatant 
   
  Duties: 
  • 
  50 Victories per year paid for weapon and armor maintenance 
  • 
  200 Victories per year paid for tuition 
  • 
  52 Day Units spent participating in demonstrations in both Bet Rogala and Leboledgio 
   
  Effects: 
  • 
  Permitted to wear the coat-of-arms of the gladiatorial school that allows the student safe passage through 
  Tokis and Kalamar, regardless of the student’s homeland. Since there does not appear to be any resolution 
  to the war between Pekal and Tokis, this achievement is extremely coveted 
  • 
  +4 meta-org bonus to the Knowledge (Fighting Styles) skill 
  • 
  +3 meta-org bonus to the Knowledge (Tactics) skill if the member is also an officer or section leader in the 
  Pekalese army 
   
  20
  
  • 
  Able to purchase any of the following non-magic weapons from Sword and Fist and Masters of the Wild: 
  Bladed gauntlets, bolas, chain-and-dagger, duom, fukimi-bari (mouth darts), gnomish battlepick, gyrspike, 
  manti, mercurial greatsword, mercurial longsword, mighty nagaika, mighty whip dagger, nagaika, orcish 
  shotput, spinning javelin, spring-loaded gauntlet, stump knife, three-section staff, triple dagger, war fan, 
  whip dagger 
  • 
  Access to the college workshops. This includes a forge designed to craft arms and armor as well as a 
  workshop for crafting musical instruments 
  • 
  Access to the following feats: Clever Wrestling, Close-Quarters Fighting, Destructive Rage, Dirty Fighting, 
  Dwarf’s Toughness, Extended Rage, Extra Rage, Faster Healing, Greater Resiliency, Greater Two-Weapon 
  Fighting, Knock-Down, Improved Shield Bash, Improved Sunder, Instantaneous Rage, Intimidating Rage, 
  Monkey Grip, Off-Hand Parry, Pin Shield, Power Critical, Power Lunge, Prone Attack, Remain Conscious, 
  Shield Charge, Shield Expert, Throw Anything 
  • 
  Access to the following prestige classes: Duelist, exotic weapon master, forsaker, master of chains tempest, 
  weapon master 
   
  Champion (Senior Instructor) 
  Requirements: 
  • 
  Base attack bonus +14 or higher 
  • 
  Member of the Blooded 
  • 
  12 ranks or more in Knowledge (Fighting Styles) 
  • 
  4 ranks or more in Knowledge (Tactics) 
  • 
  Five of the following feats: Cleave, Dodge, Exotic Weapon Proficiency, Expertise, Great Cleave, Improved 
  Disarm, Improved Initiative, Improved Trip, Skill Focus: Perform, Weapon Focus, Weapon Specialization 
  (EWP, WF and WS can be applied for each weapon they have been taken for) 
  • 
  1 year (real time) spent as a Veteran 
   
  Duties: 
  • 
  50 Victories per year paid for weapon and armor maintenance 
  • 
  250 Victories per year paid for tuition 
  • 
  52 Day Units spent participating in demonstrations in both Bet Rogala and Leboledgio 
   
  Effects: 
  • 
  Permitted to wear the coat-of-arms of the gladiatorial school that allows the student safe passage through 
  Tokis and Kalamar, regardless of the student’s homeland. Since there does not appear to be any resolution 
  to the war between Pekal and Tokis, this achievement is extremely coveted 
  • 
  +5 meta-org bonus to the Knowledge (Fighting Styles) skill 
  • 
  +4 meta-org bonus to the Knowledge (Tactics) skill if the member is also an officer or section leader in the 
  Pekalese army 
  • 
  Able to purchase any of the following non-magic weapons from Sword and Fist and Masters of the Wild: 
  Bladed gauntlets, bolas, chain-and-dagger, duom, fukimi-bari (mouth darts), gnomish battlepick, gyrspike, 
  manti, mercurial greatsword, mercurial longsword, mighty nagaika, mighty whip dagger, nagaika, orcish 
  shotput, spinning javelin, spring-loaded gauntlet, stump knife, three-section staff, triple dagger, war fan, 
  whip dagger 
  • 
  Access to the college workshops. This includes a forge designed to craft arms and armor as well as a 
  workshop for crafting musical instruments 
  • 
  Access to the following feats: Clever Wrestling, Close-Quarters Fighting, Destructive Rage, Dirty Fighting, 
  Dragon’s Toughness, Dwarf’s Toughness, Expert Tactician, Extended Rage, Extra Rage, Faster Healing, 
  Giant’s Toughness, Greater Resiliency, Greater Two-Weapon Fighting, Hold the Line, Knock-Down, 
  Improved Shield Bash, Improved Sunder, Instantaneous Rage, Intimidating Rage, Monkey Grip, Off-Hand 
  Parry, Pin Shield, Power Critical, Power Lunge, Prone Attack, Remain Conscious, Shield Charge, Shield 
  Expert, Throw Anything 
  • 
  Access to the following prestige classes: Duelist, exotic weapon master, forsaker, master of chains tempest, 
  war master, weapon master 
   
  21
  
   
  22
  After Action Report 
   
  Based on the decisions the players made during the course of this module, it will affect the actions and 
  possibilities of future modules. Please take a moment to respond to the following questions so that we 
  may better determine the course of the campaign. 
   
   
  • 
  Did the PCs gain the Admiration of Varedan? 
  • 
  Did the PCs earn the Scorn of Varedan? 
  • 
  Did they change Linobi P’Dagel’s demeanor to “Friendly”? 
  • 
  Did Bellur Wrut offer any PC special training at the end of the term? 
  • 
  Did they participate in Encounter 6? 
  • 
  Did the PCs witness the recruiter’s abduction? 
  • 
  Did they earn the Jade amulets? 
  • 
  Did they lose the amulets by telling Raeteer the truth? 
   
  Please return this form to the Living Kingdoms of Kalamar representative at your convention or email the 
  results to joe@kenzerco.com with “Vanishing Concerns AAR” in the subject line. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK11_Vanishing Concerns.pdf